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Whatsnew

The document is a readme file for Warhammer 40,000: Sanctus Reach, detailing the latest updates and troubleshooting tips as of November 8, 2023. Version 1.5.0 includes various AI improvements, bug fixes, and gameplay adjustments. Players are encouraged to check the Slitherine website for further support and information.

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joerichards054
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0% found this document useful (0 votes)
17 views21 pages

Whatsnew

The document is a readme file for Warhammer 40,000: Sanctus Reach, detailing the latest updates and troubleshooting tips as of November 8, 2023. Version 1.5.0 includes various AI improvements, bug fixes, and gameplay adjustments. Players are encouraged to check the Slitherine website for further support and information.

Uploaded by

joerichards054
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Warhammer 40,000: Sanctus Reach

Read me File – 08th November 2023


Version 1.5.0
Welcome.
Thank you for playing Warhammer 40,000: Sanctus Reach™! We are always looking for ways to
improve your gaming experience. For the latest information on the game, please go to the
Slitherine web site at slitherine.com.

Below you will find the latest and greatest information on Warhammer 40,000: Sanctus Reach™.
Information in this document supersedes that in the official game manual.

Troubleshooting:
Ensure that your system meets the minimum system requirements. These are found in the game
manual. Also, ensure that you have the latest video and sound drivers available for your system.
The vast majority of reported problems are resolved by upgrading all drivers to the latest
versions.

If you are still experiencing problems with the game, please use our Help Desk at
slitherine.com/support/ or post in the Sanctus Reach™ Support Forum at slitherine.com/forum/.
Please provide as much detail on your issue as you can.
To obtain optimum game performance, close all other applications before beginning a
game.

Change History:

v1.5.0 – November 8, 2023


• AI units can attack when panicked.
• AI can use any ability when broken that the player can use when broken.
• AI only uses Blessing Of Mork if HP or Morale have been reduced.
• Out of actions icon shows after using Ammo Runt if you have no actions.
• Out of actions icon shows after a bonus melee attack if you have no actions.
• Stats for melee weapons don't show for Tzeentch heralds and pink horrors.
• Victory screen corrected for campaigns after using a bolt to attack terrain.
• Melee blast tile overlay shows for upgraded plague drone's melee attack.
• Typo fixed for text when Horrors Of The Warp campaign is completed.

v1.4.9 – August 23, 2023


• Warpaint ability shows when your own units are in ranged of the effect.
• Full stop added to a line on the Toxic Mix object description.

v1.4.8 – August 11, 2023


• Bug that prevented skirmish campaigns functioning in 1.4.7 fixed.
• Fury Of The Wolf ability has a tile overlay.

v1.4.7 – August 1, 2023


• Code optimisation including for faster loading of non upgraded forces.
• Code optimisation to speed up processing for temporary objects vs the AI.
• All enemy AoE stat buffs + status effects hidden if buffing unit is out of sight.
• Out of sight enemy units aren't visible when using a Kill/Ecto Bolt on terrain.
• Basilisk earthshaker cannons given an explosion sound on missile impact.
• Units play their grunt voice instead of attack voice sound when being healed.
• Aim and turn given icon priority over everything else to prevent misclicks.
• AI uses its bonus flamer attacks.
• AI uses full AoE size choosing tagets for hellhound and lord of skulls flamers.
• AI uses missile bonus weapons first and other bonus weapons last of all.
• AI takes status effects into account when selecting potential ability targets.
• AI units can run in to use their Melta Bomb type abilities.
• The AI can use Gaze and Curse of Slaanesh on vehicles as the player can.
• The AI can target vehicles with the Vortex and Infernal Gateway abilities.
• Bug where AI units sometimes moved too far to attack in melee fixed.
• Icon for Move! Move! Move! greyed if target doesn't have enough to double.
• The Emperor Protects ability always works if base morale is above standard.
• Scream of Slaanesh ability text shows that it can't be used if it's on cooldown.
• The Emperor Protects ability text states that it can be used while stunned.
• Stalker Sight ability increases the range of missile launcher's krak missiles.
• Bait ability works on weapons that hit a whole tile.
• Double attacks from More Dakka and Rapid Fire abilities works on flamers.
• Burners given back More Dakka as a level up abilitiy as they can now use it.
• Delay before a target dies from a melee attack with an added ability removed.
• Delay before damage text from missiles range dependant so it always shows.
• Super-Eavy renamed to Super-Eavy Transport in campaigns to match text.
• Melee text added to campaign only ability Interrogate.
• Missing text for gorkanaut's transport ability fixed.
• Number of shots given for unit size of 1 then x unit size if there's more than 1.
• Number of shots for Toxic Mix ability corrected for executioners.
• Text for reduced power and armour-piercing at a distance coloured by range.
• Text for object XP and ammo exceptions in campaigns only for player's units.
• Text for Sharpshooter and Rapid Fire extended to explain how they interact.
• Text for Fury Of The Wolf ability name added to mission debrief screen.
• Text for Senechal ability effects removed from mission debrief screen.
• Text for active temporary objects has Remaining after Duration to be clearer.
• No experience text for active vortex removed because psykers can't level up.
• Astra Militarum Krak Grenade has tile damage text straight after other stats.
• Space added between "Requirements - Complete" and the mission name.
• Two more typos fixed in The Red Waaagh campaign text.
• Time delay before removing objects at the start of a turn increased.
• Tile overlay added for Suppressive Fire ability.
• Tile overlay removed from central tile for Warpath ability.
• Tile overlays don't show if a unit that isn't unaffected by the ability is on a tile.
• Shadowsword's twin linked lascannon name changed to 2 x lascannons.
• Knights don't show blast tile overlay when using their reaper chainswords.
• Errant knight's visual movement speed increased to match other knights.
• Upgraded warden knights have Ceramite Plating instead of Extra Armour.
• Upgraded deff dreds points increased from 380 to 420.

v1.4.6 – June 20, 2023


• Melee counter attacks work again.
• Units without reaction fire show show reaction fire icons again.
• AI mekgun is able to fire again.
• AI is able to use movement boost abilities.
• AI can use any unit type it would normally be able to against a sandbox army.
• Upgraded gretchin give Rustgob the high cover bonus for Runt Herder ability.
• Ragnar and Krumpa's AoE status effects only show if that hero is in sight.
• Krumpa's War Paint ability stat increases show on the force select screen.
• Text added above units when regaining health through a regeneration ability.
• Missing text when shooting at a unit that's used Blessing Of Mork ability fixed.
• Spiky Bitz only has a 50% chance of working, as it says in the description.
• Smoke Grenades text includes that tiles with terrain objects are unaffected.
• Space removed from campaign text for The Red Waaagh so it starts in line.
• Abilities rewordings including that certain stat increases only apply to ranged.
• Upgraded weirdboys added to priority check for the unit order in a AI turns.
• The AI moves units that can heal in the same way as other units.
• The AI selects healing targets using HP relative to current unit size, not base.
• The AI checks if it can use abilites after moving as well as before moving.
• The AI uses its Fungus Stikkbombs and Weird Bombs.
• The AI uses Smoke Grenades much more frequently.
• The AI uses the second Healing Balm for Upgraded wolf priests.
• The AI can use abilites on open vehicles for all abilities that allow it.
• AI can target a central tile with no enemy unit for Frag Grenades/Stikkbombs.
• AI never uses status effect only grenades on targets already in max duration.
• Double Shots text changed to Double Attacks for More Dakka in campaigns.
• Ammo info moved from Power/Piercing to armour stats for advanced tooltips.

v1.4.5 – May 05, 2023


• Further code optimisation to speed up processing.
• The AI uses all of its available abilities.
• AI needs the correct actions to use Air Support, Kill Everything and Threaten.
• AI doesn't put non-damage objects on a central tile that has the same object.
• AI takes active status effects into account when searching for targets.
• AI can use non-vehicle abilities on one vehicle if the ability allows it.
• Stunned units don't get melee counter attacks.
• Units never make a melee counter attack when they weren't attacked.
• Units never counter attack in melee twice against the same attack.
• Tanglefoot fields don't cause any terrain objects on those tiles to be ignored.
• Kill and Ecto Bolts that destroy terrain don't lower the morale of nearby units.
• Durations of Scream stun, Blind and Reduce Morale status effects corrected.
• Morale reduced to base value the turn after raised base morale effect ends.
• Units aren't prevented from moving if they target an empty tile when shooting.
• Standard knight errants never on the Astra force list for only upgraded units.
• Vortex and Infernal Gateway abilities can target your own unit if it's a wreck.
• Plague drone's Rot Proboscis ability can't be used on closed vehicles.
• Missing text lines for plague drone melee attack and invulnerable status fixed.
• Text above units showing reduced Heavy Armour gives the correct amount.
• A unit with an active Blessing Of Mork only shows 0HP text if they're a target.
• Units never play their critical voice sound under an active Blessing Of Mork.
• Units don't play their grunt sound if they play their melee attack voice sound.
• The runepriest doesn't play two grunt voices when attacking in melee.
• The delays after some melee attack voices shortened.
• Lightning sound effect added for primaris psyker Lightning ability.
• Chance To Hit in popup text takes an active Phase Shift ability into account.
• Melee abilities show text above the unit for any Morale and/or HP regained.
• Melta Bomb type abilities don't show no vehicles text if the target is a vehicle.
• The blast tile overlay shows for Grukk's rokkit launcher.
• Executioners show the correct range for plasma cannons instead of cone-3.
• Whirlwinds show the correct damage caused.
• Objects show the correct damage at the start of turns playing against the AI.
• Units with Machine Spirit Ritual ability don't show +100 morale per round text.
• Units with Machine Spirit Ritual start with morale at their higher base morale.
• Frag Grenades and AoE rokkits hit terrain/wrecks and units at the same time.
• Camera only moves to an enemy unit using an ability if the unit is in sight.
• Camera moves to units using new upgraded unit abilities.
• Range halved in checks for placing the camera between units when shooting.
• Blizzard Shield ability shows for venerable dreadnoughts in campaigns.
• Drop pods don't show the +xp text if they destroy units when landing.
• Soulgrinder point dependent limit for upgraded lists implemented correctly.
• Upgraded unit levels increased by one per new ability or one for daemons
• Upgraded dreadnought cost increased from 550 to 600 points.
• Upgraded mega-nobz cost decreased from 520 to 450 points..
• Take Aim ability can't be used on flamers because they can't make use of it.
• Crit text for Krak and Melta Bomb type abilities doesn't show over -HP text.
• The ignores armour status effect text includes that it has a 30% chance.
• Only morale status effects relevant to that unit type are shown in the text box.
• Relevant temporary status effects are listed in the reaction fire popup box.
• Stat increases and status effects to reaction fire have text in reaction popup.
• Text for increased movement and status effect added for movement abilities.
• Status effect texts show above visible units when the status is first applied.
• Texts show above the unit for Phase Shift and Targeting System Disabled.
• Psyker Lightning and weirdboy Vomit abilities only show the stat line once.
• Units take half damage from temporary objects if they have that status effect.
• Correct damage is shown if there's more than one temporary terrain object.
• Multiple terrain objects of the same type after the first only show duration.
• Temporary terrain objects always show text box if another object is removed.
• Blank line added between unit and tile texts if a unit is on top of an object.
• Damage causing objects are removed immediately after their last damage.
• Death sound always plays if any individual targets are killed by an object.
• Units only play pain anim once, one pain and one death sound for objects.
• Units that are destroyed by a terrain object show the kill text above the unit.
• Delay removed for + Hit Points text above units if the ability only restores HP.
• Gretchin blunderbusses maximum damage per shot increased from 10 to 20.
• Gretchin units show the correct transport size in the unit info popup box.
• Gretchin spawned by Rustgob have half transport size ability icon and text.
• No actions icon doesn't show if a unit has unused attack from Combat Drugs.
• No actions icon doesn't show if a unit has unused attack from Ammo Runt.
• No actions icon shows after the 2nd attack for space wolf sponson weapons.
• Fury Of The Wolf stat icons removed if advanced tooltips aren't being used.
• Combat Skill value always shown in red if it's reduced to 0.
• Double attack status effect renamed to double shots.
• More Dakka ability shows double shots status effect.
• The unit's morale icon updates when the Fightin Juice ability is used.
• Removed old text line on Fightn Juice ability description that's now unneeded.
• Skorcha Rokkits show the flame tile overlay using Ammo Runt to hit terrain.
• Skorcha Rokkit fire damage added to firing info text box.
• Skorcha Rokkit ability effects shown on separate lines in the text description.
• Stikkbombs renamed to Frag Stikkbombs.
• Stat lines show in the same order, Damage- Power- Armour-Piercing- Shock.
• Added no experience for kills to temporary terrain object ability descriptions.
• Text added for ammos that hit whole tile with the double tile damage effect.
• Slaanesh Gaze, Song and Musk ability texts give the exact stat reductions.
• Rapid Fire and Sharpshooter texts state shots are trebled when combined.
• Astra Frag and Krak Grenade ability texts tidied to match the space wolves.
• Living Lightning gives a more detailed description and has advanced tooltips.
• Master Crafted Weapons ability text only gives info relevant to that unit type.
• Reworded M40 Targeting System text to make it clearer and neater.
• Added can't unload to Tangle Grenade, Goo and Weird Bomb descriptions.
• Slightly reworded Tangle Grenade, Goo and Weird Bomb movement rules.
• Slightly reworded Vortex and Infernal Gateway abilities for movement rules.
• Slightly reworded Smoke Grenade and Weird Bomb for line of sight rules.
• Abilities that have plural text use singular if the unit size is reduced to one.
• Stormboyz Run For It upgrade ability switched to Fuel Injecta ability.
• Unusable Weird Ammo level up ability removed from killa kan rokkit units.
• Unusable Krak Ammo level up ability removed from valkyrie units.
• Weapon Accuracy and gorkanout typos fixed.

v1.4.4 – March 08, 2023


• Fixes for new bugs.
• Code checks optimised for faster processing.
• All the stat alterations for abilities apply when unloading from a vehicle.
• Space Wolves only lose 50% movement firing sponson weapons, not 75%.
• Space Wolves firing sponson weapons don't trigger double reaction fire.
• Whirlwind Storm Bolters have the firing at adjacent targets accuracy penalty.
• Unit visual effects from abilities and on screen texts don't show if not in sight.
• On screen text won't show if the status effect makes no difference to the unit.
• On screen crit texts can show for DemoCharge & Melta/Big/SupaStikk Bomb.
• All active status effects with duration shown in unit popup info text.
• Cooldown texts in ability box shown in red, or yellow for one turn remaining.
• Reaction fire threat text doesn't show weapon if it's included in the unit name.
• Minimum effective range shown in info text box for all ranged weapons.
• No Line of Sight' text and image to show why the unit can't be targeted.
• Firing icon shows if hit chance is 0% to show why the unit can't be targeted.
• More action icons given a priority to show on the left of the screen if available.
• The % chance to hit in melee shown on screen takes morale into account.
• Match current/max turn displays changed to rounds.
• Cooldowns displayed as rounds, showing that it's every two turns.
• Durations shown for every ability with an extended duration.
• Combat Skill stat and icon added to UI.
• Ability effects added to the standard melee and shooting attack text boxes.
• Stat alterations for all non-ammo abilities shown in all UIs, no ammos shown.
• Stat alterations for abilities and the base stat show on the force select screen.
• Stat alterations for all status effects show in the main game UI and info box.
• Stat alterations colour coded in the standard UI, info box and cursor text box.
• All melee weapons show the correct Accuracy using the unit's Combat Skill.
• The shooting chance to hit percentage shown on screen is always correct.
• Added can't hit info:- Too Close, Not Vehicles, Blocked LoS and Raised Unit.
• Added pinned tooltip text.
• Added tooltip texts for temporary terrain objects.
• Added advanced tooltips for any abilities that cause variable damage.
• Added primary weapon advanced tootip modifiers to other weapons tooltips.
• Advanced tooltips take stat alterations for abilities into account.
• Third weapons for advanced tooltips fixed including the right number of shots.
• The Attack Squig tooltip doesn't show the advanced tooltip if they're not on.
• The out of actions icon above the unit shows for player two in multiplayer.
• The out of actions icon doesn't show if the unit has unused bonus attacks.
• Damage causing objects don't show the damage text multiple times.
• Delay beween firing and damage shown on screen the same for all weapons.
• The new attack voice sounds from campaigns don't play during campaigns.
• Krak Missiles and Hellstrike Missiles always play their explosion sound.
• Skyclaws and stormboyz always play the movement sound during CPU turns.
• Astra units only say they're being shot at critical health when they're shot at.
• Killbolt and Ectobolt abilities have the impact sound when used on vehicles.
• Sound added for Ausepex ability.
• Sounds added for Fuel Injecta, Fightin Juice, Run For It and Full Throttle.
• Sounds added for Move, Forwards, Suppressive Fire and Bring It Down.
• Sound added for Rot Proboscis ability.
• Voice sound added to the Urty Syringe ability depending on the target unit.
• Some ability attack voice delay timings shortened.
• Texts above units for increased health and morale and the exact amount.
• Texts above units added for appropriate abilities that didn't have them.
• Camera moves to enemy units attacking terrain if they're in sight.
• Out of sight enemies don't become visible when they attack terrain.
• Whirlwinds just turn the turret, not the whole vehicle to fire missiles.
• Tile blast 3x3 overlay added for Whirlwinds.
• Tile overlays show on reachable tiles with terrain when appropriate.
• Some tile blast overlays changed to other overlays to differentiate them.
• Tile overlay added for all attacks that hit a whole tile.
• New tile overlay added for tarrian tile attacks.
• Weapons with an Area of Effect can target any object, to get splash damage.
• Bombard weapons (weapons that lob shots upward) can target empty tiles.
• Non-artilary bombard weapons can target tiles that are out of sight of allies.
• Wreck size applied for the increased chance to hit when shooting big targets.
• Wreck height applied so they can't be completely blocked by small cover.
• Lord Of Skulls wrecks have their full unit height like Gork/Morkanaughts do.
• Cover icon shields show over wrecks.
• Cover icon shields show when the cursor is hovering over wrecks or terrain.
• Tilefire (shooting at terrain) can miss in the same way as shooting at units.
• Out of sight terrian can't be targeted with tilefire if the weapon requires LoS.
• Indestructible terrain can't be targeted with tilefire and doesn't show hit points.
• Cover modifiers apply shooting at terrain the same way as shooting at units.
• Accuracy reduction for minimum range applies when shooting at terrain.
• Adjacent wrecks can block sight line of a unit that isn't larger than the wreck.
• Non primary weapons can target destructable terrian and wrecks.
• Gorkanaut and knight gatling cannons can target terrian and wrecks.
• Grenades with an Area of Effect can target tiles with terrain.
• Grenades with an AoE damage all destructible terrian and wrecks in the AoE.
• Bonus melee attacks from abilites can be used to attack terrain.
• Terrain can be targeted in shooting and in melee if there's a raised unit of top.
• KrakGrenades, DemoCharge & Melta/Big/SupaStikk Bomb can target terrain.
• Thunder Clap, Power Burst, Kill Bolt and Ecto Bolt abilities can target terrain.
• Abilities that increase melee damage also increase damage attacking terrain.
• Super-heavy units can target units on cover with their standard melee attack.
• Flying units can attack raised units that aren't in a higher position than them.
• When safely shooting and destroying a large target remaining shots are safe.
• If shooting a unit that dies leaving a wreck remaining shots target the wreck.
• Ability status effect durations reapplied if the target is already affected by it.
• Random status effect durations can't take a status below it's current duration.
• Stat improvements from abilities always apply if the unit has any status effect.
• Status effects that halve or double a stat are applied after other status effects.
• Status effects can't drop stats to below zero.
• The double damage and take half damage status effects apply to all damage.
• The -1 action status effect sets all units with three actions to two actions.
• The Virulent Touch effect text doesn't show if the attacked unit dies.
• Belt Of Russ shows the force field graphic when blocking a melee attack.
• Belt Of Russ doesn't apply to special attacks again to prevent OP units.
• Wolf Tooth Necklace raises damage of units that don't have it as standard.
• Fury Of The Wolf ability doesn't hit targets that are raised up on terrain.
• Fury Of The Wolf ability icon doesn't show if there are no targets to hit.
• Stalker Sight ability increases the range of a predator's heavy bolters.
• Frag Ammo with Tempest Ammo doesn't apply the Armour-Piercing reduction.
• Ceramite Plating works on Skorcha Rockets and Fiery Stikk & Melta Bombs.
• Power Vomit ability always hits every tile shown on the tile overlay.
• Da Best Ammo ability doesn't increase a Morkanaught's Mega-Kannon range.
• Da Best Ammo increases Gork/Morkanaught Quad-Linked Big Shoota range.
• Morale with Aura of Discipline can't be increased above base in deployment.
• The Toxic Mix ability doesn't place multiple toxic clouds on each tile each use.
• Demolition Charge type abilities have their damage reduction applied.
• Other Demolition Charge type abilites stats altered based on the original text.
• Grenades that have an Area of Effect affect the unit that threw it immediately.
• Astra grenade launcher units have increased range with Smoke Grenades.
• Bionic Eyes used with grenade launchers increase the range of all grenades.
• Toxic Mix ability applies Ballistic Protection reduction status immediately.
• Executioners with Compressor use Flamer stats instead of Plasma Cannon.
• The Mechanised ability gives the extra movement and action when unloading.
• The Emperor Protects ability restores the correct amount of morale.
• Suppressive Fire ability applies the reduced accuracy.
• Bring It Down ability duration fixed, one round instead of being permanent.
• Bring It Down gives the correct AP to units with Extensive Target Practice.
• Stubborn and Aura Of Discipline work on Scare Grenades and Domination.
• Aura Of Discipline and Machine Spitrit Ritual raised morale applies to rallies.
• Aura Of Discipline and Machine Spitrit Ritual raised morales stack together.
• Battle Wagons with the Go Fasta ability have the red skin in single player.
• Gretchin get added to upgraded ork force lists after force list is generated.
• Gretchin Blunderbuss damage increased to the correct amount.
• Upgraded Gretchin Blunderbuss damage decreased to the correct amount.
• Upgraded Gretchin Blunderbuss 360 reaction fire removed.
• Upgraded Vanquishers have their increased hit points working for player 2.
• Upgraded Shadowswords have an additional ability making them unpinnable.
• Whirlwinds can get Master Crafted Weapons ability in single player again.
• New M40 Targeting ability has chance to go offline based on overall damage.
• Upgraded Plague Drone's Rot Proboscis cooldown increased to two turns.
• Upgraded Dreadnoughts play their turn anim to use a stasis grenade.
• Some ability changes and unit cost alterations for upgraded units.
• Vehicles can't be blinded unless the crew are exposed.
• Melee attacks that hit a whole tile can take down shields like other attacks.
• Global soulgrinder limiter added for upgraded force lists based on points.
• Screamer force list limit applied to the script with the other daemons.
• On screen texts don't show over each other on the same screen space.
• Great Wolf Logan regenerates the full 30ph per turn.
• Pink Horror projectiles don't play bullet impact sounds when hitting vehicles.
• Wrecks are destroyed when they're reduced to 0 hit points, not -1.
• Wrecks that start on a negative number of hit points show as having 0 HP.
• Units with Sharp Shooter or Crack Shot abilities always show crit text.
• Upgraded Tzeentch Heralds show their reduced cooldown times.
• Lord of Skulls gives the correct Improved Rally ability description.
• Lord Of Skulls has new melee attack icons for both types of attack.
• Scream Of Slaanesh action has the correct ability icon.
• Ammo Runt ability icon changed in multiplayer for upgraded mekguns.
• Adamantine Mantle ballistic protection increase description corrected.
• Extra Armour ability heavy armour increase description corrected.
• Various ability description additions, corrections and improvements.
• Unusable Skorcha Rokkits ability level up option removed from Krumpa.
• Unusable Upgraded Optics ability level up option removed from flamers.
• Unusable Sharpshooter ability removed from flamer and grenade units.
• Unusable Bionic Eye ability removed from flamers.
• Various UI improvements.
• Code optimisation for faster processing.
• Non missile type projectiles don't make an impact sound when hitting shields.
• Skullter appears as a hero name rather than unit type like the other heroes.
• Stalker Sight ability increases the range of missile launcher's krak missiles.
• Unusable Crack Shot level up ability option removed from flamer units.
• Temporary objects all give the correct effect duration in the object UI text.
• Sharpshoota and Crack Shot abilities increase the UI Damage Potential text.
• Gretchin Blunderbusses don't cause the impact flame effect when shooting.
• Gretchin Blunderbuss Power stat lowered to the same value as grot blastas.
• Gorkanaught's attack voice sound only plays the first time the skorcha fires.

v1.4.0 – July 01, 2021


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.
• Knights say "Ion shield failing" when the shield goes down instead of on low health.
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.
• 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.
• Paladins say Dual Heavy Stubbers, Killakans with drills now say drills instead of klaws.
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.
• 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.
• 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
the unit doesn't have a ranged weapon.
• Bonus weapons don't show out of actions text.
• Out of actions icons weren't showing after using some abilities, now they do.
• Crit text doesn't show if the shields disabled text does, they were on the same screen
space.
• On replays the camera moves into position before attacks instead of after the attack like
it did with grenades and flamers and some abilities.
• Wolf Tooth Necklace now does its extra damage.
• Took out broken deffdred tilefire.
• Only terminators get Personal Teleporter ability.
• Only one Skulltaker can be taken as he's an individual character.
• Ragnar can't be pinned.
• Units like Egil and Winterfang no longer get their starting abilities when they level up.
• Burners can't get More Dakka (an ability they can't use).
• Acid Woods, Lost Hills and Refinery MP scenario maps fixed so both sides get to deploy.
• Ion shields don't say that they're disable if the unit is destroyed.
• Deployment fixed for AcidWoods, LostHills and Refinery MP scenarios.
• Other minor bug fixes.

v1.3.1 – July 08, 2020


• Bug fix for hang issue which could prevent ending a turn
• Achievements should now correctly trigger in Skirmish Campaign

v1.3.0 – May 21, 2020


• Sandbox mode for skirmish - use any unit combinations for combat
• Coop mode for multiplayer - fight alongside a friend in single player maps, or in
skirmish
• Improved Tournament scoring and support
• Achievements - 12 challenges to test your martial skills!
• Engine bug fixes and performance improvements

v1.2.7 – May 12, 2020


Key changes:
• fixed the problem with casualty scoring
• coop missions no longer forced to have deployments [NOTE: there is original scripting
which FORCES all MP maps to have deployments. I have only disabled this for Coop
because of fears as to what it may do to existing maps, but I would like to fix it properly
at some point]
• fixed bug with VP turn scoring where bad old data was being used for scoring
• includes the tournament MP maps
• prevents using Sandbox forces for AI sides
• Coop should work correctly in MP Skirmish
Known bugs:
• points display/limit not working correctly in Sandbox
• MP sidenames issue
• Clockwork Massacre string
• Using folder names for some MP lists

v1.2.6 – April 16, 2019


Key changes:
• Added Skulltaker

v1.2.5 – August 13, 2018


Key changes:
• Added Skirmish Campaign

v1.2.4 – June 15, 2018


Key changes:
• Fixed Sentinel typo
• Fixed The Red Waaagh Intro mission not spawning units.
• Fixed guardsman with plasma gun smoke grenades
• Fixed Murderous Tide ability not giving back the correct HP
• Fixed virulent touch not working correctly on counter attacks
• Fixed Ichor Cannon attack not working properly
• Fixed Unit teleporting bug
• Updated Russian text with some fixes
• Fixed bug which was breaking the level up carryover to the next mission if the player
didn’t pick an ability
• Added secure login

v1.2.3 – May 31, 2018


Key changes:
• Added Special Skulls unit.

v1.2.2 – May 24, 2018


Key changes:
• Hades Gatling gun now has a min range of 4
• Increased combat skill of Bloodcrushers slightly
• Increased combat skill of herald of Khorne massively
• Increased price of plague drone
• Increased pink horror to 4 man squad
• Fixed pink horror claw stats
• Lowered cost of demonettes
• Increased AP of demonette claws
• Herald of Tzeentch counts as fast attack
• Increased cost of herald of tzeentch
• Update to murdertide mission
• Added russian text for HOTW

v1.2.1 – May 10, 2018


Key changes:
• Daemon MP balance
• Fixed daemon unit ability bugs
• Added starting abilities to a number of units
• HOTW campaign mission balance
• Daemon unit sounds added
• Daemon ability icons added
• Translations for German, Spanish, French

v1.2.0 – April 27, 2018


Key changes:
• HoTW level balance
• HoTW unit balance
• HoTW unit abilities
• Bug fixes for AI
• Bug fixes for grim darkness difficulty
• Russian language added

v1.1.8 – February 22, 2018


Key changes:
• Fix for abilities. If you do not pick an ability during battle or at the review stage you can
pick the ability at the start of the next battle.
• Changes to morale. All melee units now inflict morale damage in a radius around them as
long as their morale is greater than 50 in Veteran and Grim Darkness difficulty.
o This is quite a big meta change which increased the effectiveness of large
numbers of low cost melee units and makes morale management more
interesting. Any feedback would be appreciated
o Melee units reduce morale for every enemy unit in a 3 tile radius around them as
long as their morale is above 50. Its -10 at 3 tiles, -20 at 2 tiles and -30 at 1 tile.
o Low morale now reduces a units combat skill (the chance to hit and dodge in
melee combat)
o Added tiles to the tactical display to visualize the new morale loss from melee
units system.
• Tweaks to random army list unit selection in skirmish mode. Should provide more
balanced lists with a more even distribution of unit types.
• Fixed Gorkanaut flamer getting infinite attacks
• Added missing strings for Legacy of the Weirdboy DLC
• Minor tweaks to AI to stop flamers targeting tanks as much
• Fixes to shaders and lighting tweaks
• Fixed Flight of the Morkanoughts mission not ending
• Fixed side icons on results screen.
• Increased warbikers movement by 1 tile
• Fixed bug where user maps would not load
• Reduced amount of reinforcements slightly
• Decreased turn limit on Rear Guard mission
• Increased turn limit on Sulphuric Refinery mission
• Removed artillery from Clockwork massacre mission
• Increased damage of Valkyrie missiles slightly
• Decreased damage of Ork choppas slightly
• Increased damage of thermal cannon
• Increased damage of vanquisher cannon
• Decreased accuracy of storm bolters slightly
• Decreased damage and power of bolt pistols and sluggas
• Decreased the transport size of space wolf heroes in terminator armour
• Decreased accuracy of supa kannon slightly.
• Changes to tournament scoring. Score is now out of 100 with 30% for winning, 30% for
who has most victory location points, 40% for casualties.
• Added Russian font support for translation testing.

v1.1.6 – January 15, 2018


Key changes:
• Fixes Runtime errors found in Sons of Cadia missions
• Addresses performance issues with the Red Waagh campaign
• Addresses issue of units losing experience points between battles

v1.1.4 – December 1, 2017


Key changes:
• Fixed 'scrambled abilities' problem.
• Fixed an issue where skorcha nobz with a shoot option would do nothing

v1.1.3 – November 16, 2017


Key changes:
• Fixed MP issues around DLC ownership (e.g. if you do not own Sons of Cadia you will be
able to play Astra Militarum in PBEM vs. someone who does that creates the game.
• Removed surrender from Tournament matches.
• Fixed Tournament scoring.
• Fixed various other Tournament issues.
• Fixed AI slowdown at the start of turns on large maps.
• Fixed AI threat facing bug.
• Fixed Bait ability bug.
• Fixed Mechanized ability bug.
• Fixed psyker sfx.
• Fixed grenade bugs on certain units.
• Fixed bug where units would sometimes deploy in the shroud.
• Fixed hard crash on Klaw of Mork Level when a unit enters the warp bubble.
• Reduced armour piercing degradation on vanquisher cannon.
• Decreased accuracy slightly on ogryn ripper gun.
• Decreased front armour slightly on killa kans.
• Removed tile fire for hellhound and flamer guardsman.
• Fixed reinforcement units starting with the wrong XP.
• Removed extra AI force points on normal difficulty.

v1.1.2 – November 09, 2017


Key changes:
• Added UI to fix the problem of units leveling up on the last turn.
• Added revised scoring system for Tournaments.
• Sons of Cadia Red Waaagh campaign - Lowered difficulty of 'The River Runs Red' and
'Flight of the Morkanouts' missions.
• Added missing ability textures.
• Fixed further errors in Spanish text.

v1.1.1 – November 09, 2017


Key changes:
• Fixed crashes in Spanish version due to text errors.
• Fixed AI ability bugs.
• Fixed Valkyrie AI using wrong weapon.
• Fix to flamer AI.
• fix for camera not moving during MP replay.
• Improved AI threat facing.
• Fixed AI targeting bug.
• Added AI scripts to target wrecks.
• Fixed bugs that stopped domination, vortex and suppressing fire from working.
• Fixed 'Enter the Steel Host' level not finishing properly.
• Fixed missing story mission icon on campaign map.
• Increased turn limit on 'The River Runs Red' mission.
• Fixed duplicate particle bug.

v1.1.0 – November 09, 2017


Key changes:
• Added Astra Militarum forces and campaign.
• Army balance and unit cost changes based on player feedback.
• Changes to morale system. Units will now re-gain marale quicker from allied units close
to them at the start of a turn but will lose more morale when allied units die close to them.
• Increased base morale for many Storm Wolf units and elite Ork units.
• Whirlwind and Mekgun slightly reduced range.
• Coloured ground Victory Point to show difference between sides in mirror skirmishes.
• Large Access Support. Allows 3GB+ of memory usage which should fix the crashes on
large army battles.
• Added random army lists for skirmish.
• Fixed major bug where it would not give the correct sides in MP skirmish.
• Fixed bug that was showing wrong shroud in force selection.
• Fixed several ability bugs.
• AI improvements.
• Many other bug fixes.

v1.0.25 – August 18, 2017


Key changes:
• Fixed loading bug during Death and Glory mission in Hour of the Wolf Campaign.

v1.0.24 – July 20, 2017


Key changes:
• Added new unit Njal Stormcaller to the Stormclaw and Hour of the Wolf campaigns.
• Added the new units from 'Legacy of the Weirdboy' - Longfang Heavy Bolter, Venerable
Dreadnought, Painboy and Big Redd to the Stormclaw and Hour of the Wolf campaigns.
• Increased points cost for Mogrok.
• Increased points cost for Rokkit units.
• Fixed bug in Maelstrom level ('Legacy of the Weirdboy') that caused the power cores to
disappear.
• Fixed bug where units would be given the same ability to choose from.
• Fixed bug where reinforcements would break level up abilities.
• Fixed bug with blast damage not working correctly.
• Fixed bug where the end turn button would stop working.
• Fixed bug where Heavy Flamers were not doing the correct damage.
• Fixed bug where the Venerable Dreadnought was displaying a Heavy Flamer.

v1.0.22 – July 06, 2017


Key changes:
• Fixed error where blast radius of grenade was not displayed.
• Fixed error where sometimes player had to choose between the same ability.
• Fast AI now follows the faster movement setting.
• Legacy of the Weirdboy DLC content added that includes:
o New campaign playable from Orks side
o New units – Big Redd, Painboy, Venerable Dreadnought, Longfang Heavy Bolter
and Knight Errant House Degallio
o Full set of Ork abilities
o New victory conditions for Ork missions
o Added story sequence for start of campaign and each main mission (in the
Weirdboy campaign)

v1.0.21 – June 21, 2017


Key changes:
• You can now change difficulty during missions.
• Reworked difficulty levels and many bug fixes.
• Enemies will no longer spawn on top of your forces.
• Enemy spawns removed from Initiate and Veteran difficulty.
• Points cost re-balance.
• You can now choose between two abilities when your units level up.

v1.0.17 – May 09, 2017


Key changes:
• New difficulty levels added
o "Initiate: Easy difficulty, your troops are much harder to kill"
o "Veteran: Standard difficulty with even forces on each side"
o "Grim Darkness: Hard difficulty with formidable waves of enemies"
• Level balance amendments based on new difficulties
• Improved AI for Orks and Space Wolves & Fixed various issues with new AI
• Added ability cooldowns to tooltips
• Fixed fast attack death animations
• Lowered volume of VP taken sound
• Skimmer units are no longer effected by Zone of Control
• Minor unit balance and stat fixes
• When orks 'spawn in' they have reduced actions and attacks
• Fixed victory conditions on some levels
• Fixed issue with LoS and Cover behaving incorrectly on diagonals
• Colour correction on environment tiles
• Fixed frag grenades for skyclaws
• Fixed flying vehicles not removing wrecks properly when above objects
• Fixed units spawning on top of wrecks
• Fixed LoS and cover issue with wrecks
• Fixed droppods destroying terrain objects when they shouldn't
• Fixed PlaceUnit function bug
• Fixed rad grenades not working
• Death of Glory mission - changed starting location of stormboyz
• Enemy reinforcements will not attack player VP's on capture VP missions, only on
capture and hold missions.
• Randomized enemy reinforcements spawn location.

v1.0.15 – March 10, 2017


Key changes:
• Fix for debris file

v1.0.14 – March 09, 2017


Key changes:
• Added new multiplayer map 'Borderlands' (as seen in video of multiplayer game)
• 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 (was
supposed to be in last patch)
• 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!)

v1.0.10 – February 07, 2017


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. Melee Reaction Bug -
Units were going back into formation before they reacted, which meant the defender
would get more reactions than before.
• Dead Standing Unit Bug - Some units were appearing to be alive after they had
"exploded".
• Fixed various line of sight and cover bugs.
• Fixed a crash that could occur when large units emerge from shroud.

v1.0.2 – January 30, 2017


• Reaction Fire has been heavily revamped. The AI was originally trying to save shots for
the best targets but this sometimes resulted in it not reacting when it felt like it should. It
now should always shoot.
• Hollow Hills Difficulty – the player has been given additional units to take on the
Battlewagon and the Battlewagon has had its stats reduced.
• Hollow Hills has had a turn limit of 20 added to prevent it being farmed.
• Unit challenges and voice over play simultaneously with their combat animations so there
is no delay when they open fire, speeding up the pace of the game.
• Firing animations have been sped up so that the pace of the game improves.
• We have added one new small map for multiplayer.
• The crash in the editor when creating a new campaign has been fixed.
• A bug where the shroud was not shown in overhead “M” hot key map view is fixed.
• The Ork unit icons have been modified to make them more visible when zoomed out.
• A bug where the AI would sometimes deploy its units on the wrong side of a barricade
and become trapped has been fixed.
• A bug where tooltips were shown on shrouded tiles, giving away the position of enemy
units has been fixed.
• A bug where the Gorkanaut could shoot and destroy itself when targeting terrain has
been fixed.
• A bug where the Gorkanaut did not react to enemy units has been fixed.
• The Gorkanaut’s melee attack has been upgraded to area effect so he can more easily
kill sqauds of weak infantry, similar to the Imperials Knights stomp.
• Skirmish force selection has been adjusted to try and make the forces fairer.
• The camera has been adjusted so that it’s easier to get to the corners of the map. There
were times when the camera could get locked and it made selecting units and seeing the
action difficult.
• Edgil Redfist was gaining the wrong ability. He now gains Frost Rage.
• The AI was targeting the players Melta gun units excessively. This has been toned down.
• The Battlewagon has had its accuracy reduced as it was over powered.
• The AI was unable to deploy units from a “Broken” transport – i.e. one with low morale.
This is now fixed.
• There was a delay at the start of the AI turn when there are a lot of units. This has been
fixed and removed.
• Melee attacks against vehicles were always using frontal armour. They now use the
appropriate facing for the unit.
• Some users were missing large parts of the UI and we’ve added some tips in mission 1
to encourage the user to check out these features, so they better understand the game.
• The editor now defaults to advanced mode, which allows you to place multi tile objects by
default. Basic mode is still available but it’s now clearer what is going on.
• Acid Woods and Lost Hills Multiplayer maps have been rebalanced to make them fairer.
The Orks were under powered.
• Various spelling mistakes fixed.

v1.0.1 – January 23, 2017


• Bug Fix – Dead men in squads were broken causing various issues.
• Bug Fix – Unit deselection after melee attacks.
• Bug Fix – Unit would not reaction fire if the target was in melee range of an allied unit.
• Minor Text Changes.
• Clarification of the first mission objectives in the Stormclaw campaign.
• Unit balance tweaks for the Stormclaw campaign.

v1.0.0 – January 19, 2017


• Initial Release.

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