The guys from Wargamer.com interviewed Straylight Entertainment, the studio which brought Warhammer 40,000: Sanctus Reach to life! The interview is quite long and contains lots of interesting tidbits on what went on behind the scenes during development.
But that’s not all… We have something to show you, something coming from the next expansion. I bet you’re all eager to see what it is - read the interview, you’ll find it at the bottom of this article!
Q: Your game reminds me, in terms of look and feel, of the DOS games I played in the 1990s that got me into Warhammer 40K as a teenager: Epic 40,000: Final Liberation and Warhammer 40,000: Chaos Gate. What, if any, inspiration did you take from these games in making Sanctus Reach?
A: Both Final liberation and Chaos Gate were influences for us growing up. It's been a long time since we played them so their influence was more of a distant memory of the feelings we got while playing them rather than anything very specific.
Q: Have members of your team spent time with the tabletop Warhammer 40K game? If so, how has that influenced the way you designed Sanctus Reach? If not, what did you take as source material for your game – how did you make a game that felt like the tabletop experience?
A: Yes we have all played tabletop 40k, many days spent with 2nd and 3rd editions. Growing up there was nothing else that captured our imaginations so completely and for such a length of time as the 40k setting. We don't play anymore but we are still invested through the fantastic books and social media fan sites.
From the start we were clear that there were aspects of the hobby that we could never recreate with a video game. The hours of preparation painting your army and building your lists were often more fun than the game and of course the social aspect is something that only really works for a tabletop game.
So we aimed for a streamlined experience which still retained the feel of the tabletop game.
One of the advantages of playing and knowing the rules was that we were able to create game systems that did not copy the tabletop rules but still felt right with sensible outcomes.
Its actually quite funny how we all have our different play styles in the office. Alex is very aggressive and pushes his units out quickly. Kim is more defensive and likes taking her time. Mark's favourite unit is the flashgitz for the pure dakka they pump out, Alex likes levelled up Blood Claws whilst Kim's favourite unit is actually Rustgob with his ability to spam gretchen for free and stun powerful units with his melee. Gordon's favourite is the new rune priest Njal Stormcaller with his AOE anti tank ability
Q: I love the art style in Sanctus Reach – it looks more like an intense tabletop experience and less like you’re trying to make a movie out of what is admittedly daft source material. Tell me about how you designed the look of the game, and why you decided to do it that way.
A: At the start we spent a lot of time watching Duncan Rhode's painting videos on Warhammer tv, we really wanted our texturing workflow to resemble how miniatures are painted and that developed into a process that is fast but still follows many of the same rules as painting.
As a small team we are always looking for new ways to speed up game art production and as is the case with many games it is the limitations you face that have the biggest influence on the art style.
So keeping in mind the limitations of time, the engine, game type and our capacity we set out to do something achievable but with a determination to produce it at the highest possible quality.
Q: Strategy wise, what appealed to you about the Warhammer 40,000 universe?
A: There is a great variety of unit roles in 40k which opens up the strategic options, there are not many settings where hand to hand combat is viable along side heavy weapons. The units and weapons have a lot of personality to them which is great to work with.
We've recently added the Armoured Sentinel, a fast attack anti-armour sniper for the Astra Militarum, which is a completely new role in the game and should be a lot of fun to play with!
Q: What were the hardest design decisions you had to make while creating the game?
A: The hardest decisions are always when you have to cut something or when we cant give the players a feature they really want due to time or technical constraints.
The early design decisions about the combat systems and rules were tricky as we had to look quite far forward to make sure all our future plans would fit into the base systems. For example we cut the Scouts and the Kommandos because although their role was important we felt that lots of other units could perform that function.
Q: How do you feel about the response to the game since its release? And about the release of the Weirdboy DLC?
A: We are really happy with the response to the game and first DLC. We have a smart player base who give great feedback and also make sure we know about it if we get something wrong.
The weirdboy DLC was a little tricky as we were also adding lots of new features and fixing bugs for the base game. Now we have addressed lots of the issues we feel we have a great platform to push ahead with new content.
Q: Do you have plans for the future, whether its new material for Sanctus Reach or another game set in this universe?
A: Our short term plans are to complete the Sanctus Reach story with Astra Militarum and other armies from that setting - and showcase them in appropriate campaigns from the story.
We can't say too much about our plans beyond that but we would love to continue expanding the base game into new campaign settings.
Thanks for the questions and interest in our game.
Cheers,
The Straylight team.
Gordon Harper
Kim Hughes
Mark Pilkington
Alex Harper
And now we’ll deliver what we promised! Are you ready? Can I have a drumroll please?
(Please note that these images are Work in progress and don't represent final models)
As you can imagine, the new expansion will focus on the Astra Militarum, also known as the Imperial Guard! These stalwart defenders of mankind will fight to the death and to the last soldier to defend the Imperium of Man.
The expansion is currently in development and we need some brave volunteers willing to serve the Emperor by helping us test it. Feedback from fans will be really useful so don’t hesitate and apply to the beta here. Initially we would really like your thoughts on Skirmish and PBEM using the Astra Militarum to help us balance the new campaign.
We’ll reveal more of the upcoming expansion in the coming weeks - stay tuned!
BenW_UK [developer] 13 Sep @ 7:13pm
Sanctus DLC2 - if you like PBEM or Skirmish do you fancy beta testing it?
Hello all
Straylight are hard at work finishing the 2nd DLC for Sanctus Reach which includes a complete new faction
If you like playing Skirmish and PBEM games and would like to help test this, please apply to join the beta test here: http://www.slitherine.com/beta/cnda.asp?gid=711
For those of you who like campaigns, don't worry - there will be completely new campaign with this 2nd DLC (approx. twice the size of the 'Legacy of the Weirdboy' campaign) but we'd appreciate your feedback first on balance/points cost from PBEM and Skirmish before putting it into beta
regards
Ben Wilkins
The Red Waaagh seems unstoppable: Grukk Face-Rippa and his orks rampage through the Sanctus Reach system and planet after planet fall to the greenskins. Billions die, and there doesn’t seem to be an end to the xenos offensive.
It is on the planet of Alaric Prime that Castellan Jakren Stein mounts his last stand. This proud son of Cadia knows that there will be no retreat, no surrender. It will be victory or death.
The men and women he leads are exceptional individuals, forged in the flames of war and ready for the ultimate sacrifice. They are brave soldiers, utterly loyal and fierce, and will obey any order without hesitation. They know that it’s only their bravery and valour that protect the light from the darkness. They are the first, last and often only line of defense of the Imperium. They are the Astra Militarum!
Sons of Cadia adds for the first time a whole new faction to Warhammer 40.000: Sanctus Reach: the Astra Militarum, also known as the Imperial Guard! The mighty army of the Imperium is now yours to command with 27 new units, including 4 heroes and special characters!
The Astra Militarum is the focus of the new long single player campaign. Play through 9 story scenarios and develop your own Astra Militarum battalion by levelling up units with the new abilities (more than 70!).
Employ new tactics adapted to this new army, from waves of massed infantry supported by a heavy artillery barrage to armored spearheads of assault tanks piercing through enemy defenses alongside highly trained specialists. And should morale falter, remember to send a commissar to remind your soldiers of their duty…
Features
- A brand-new faction, the Astra Militarum, with its own unique playstyle!
- 27 new units! New troops, elite infantry, vehicles, tanks, flyers, new Imperial Knights and even a Gorkanaut!
- 4 new heroes and special characters with new skills!
- A new abilities progression tree!
- A new 9 story scenarios long campaign played from the Astra Militarum point of view!
- A new battlefield type and new map objects! Spill blood on the snowy fields of Alaric Prime!
Sons of Cadia - A look at the campaign!
Posted: Friday, October 27, 2017 by Alberto Casulini
Type: News
Today we are showing you something of the new campaign coming with Sons of Cadia.
We picked 3 unique scenarios. We’re going to give you a sneak peek of what you can expect in those three scenarios, and how to best approach them. There are 6 more unique scenarios in the campaign, plus many more skirmish missions, all with a carry-over force with a special set of abilities to pick from when your units level up! Also, let's see if you can spot some yet unannounced new units...
THE RIVER RUNS RED
The Astra Militarum make their stand at the bridges Zeta Sec and Zeta Tert, their hope is to funnel the near endless Ork hoard into a choke point they can hold indefinitely. The people of Alaric Prime call it Boiling River for good reason, Sulfur deposits bubble up from the river bed, they make toxic fumes that can burn the skin off anyone foolish enough to go for a swim.
Location: The Boiling River
Objectives: Orks have teleported to the Imperial side of the river, clear them out then reinforce the defenders at the bridges. House Degallio has heard the call and makes all haste to Imperial lines. Push the Orks back to secure victory.
Tactical Tips: Flamers, Grenade Launchers and Artillery will serve you well in this battle. Take a few Heavy Weapons to defend the bridges also. Don’t hold back, if you see an opportunity to counter attack, do so. You’ll need to secure the VP’s.
THE RED WAAAGH! DESCENDS
A critical location has been overrun by the first Ork waves, they now assault the last fortifications in the area. Castellan Stein leads a mission to stop the ork advance and reclaim the area.
Location: The Helltor Valley
Objectives: Hold the last VP at all costs, counter attack or send out scouting forces to recapture the other VP’s.
Tactical Tips: Speed is key in this mission, leave behind a defensive force with Artillery, Stein, Heavy Weapons and some Bullgryn to hold the line, take your tanks and transports and try to capture the other VP’s for a quick victory.
FLIGHT OF THE MORKANAUTS
Mogrok has been building a new weapon, the mighty Morkanaut! He plans a devastating attack on the Imperial rear-echelon. His success here will determine if the WAAAGH! Will unite behind him after his betrayal of Warlord Grukk, if this happens then all hope of an Imperial victory will be lost.
Location: Subterranean Munitions Silo Gamma-Zero
Objectives: Hold the last VP at all costs. Imperial Knight reinforcements are on their way.
Tactical Tips: Layer your defences, take as many Heavy Weapons as you can, pull back forces that are injured, buy time for the Imperial Knights to take out the Morkanauts.
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The Tempestus Scions aren't so new, but you are tight they look ugly. Way too soft shapes, but these models are based on GW models, which are bad too, but not that soft:
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I'd say it has more tactical options than say Jagged Alliance or most similar games, and Xcom etc. Those games have fewer unit types, no artillery etc, and in this game you have some fast units that can move out from behind cover, shoot stuff, then move back behind the cover. And you get to choose which units you use each mission. It gets more advanced the more you play as well because the units you use regularly level up and get more abilities. So they get heals and buffs they can use on nearby units, smoke grenades to block line of site, frags, tracing bullets that let future shooters have a higher chance against that target, etc.Game looks very simple even primitive with not much tactical options. That's the impression from YT vids.
I'd say it has more tactical options than say Jagged Alliance
if melta gun don’t do good damage to tank then they have fucked up.Playing it all night tonight, there are loads more bits of tactics I never noticed at first. The rear of the huge enemy battle wagon thing seems to be weaker than the other 3 sides. From the sides I was doing tiny damage, had to rush my dreadnaut over to do some big hits. Then when it fled, I shot it from behind with my weaker guys and they did about 10 times more damage than I was doing to the sides. The grenade that blinds enemies is really sweet. One of my high level units got a new ability that reduces the damage he takes from range by like 25% or something. That is a big deal! He is my front man now / sacrificial lamb. Weapons have different strengths and weaknesses, beyond what it says in the shot prediction. It might say damage very low, but your shot can kill an entire unit in one hit. I am still trying to learn what the deal is with weapons because I don't know Warhammer, so like the Meltagun I thought was something that melted shit yet it does very low damage to the big tanks. The commando dude I was using I thought he was shit at first because he couldn't shoot anyone and couldn't even throw anything. Then a few squads of orcs got into melee combat with him and he did massive damage with his axe and took no damage, he also blocked a lot of range damage with his electrical shield thingy. The fast hovercraft type units are really uber and should be used in a very mobile way. I have them drive quite far forward to get good shots up close to stuff and do a lot of damage, then drive them all the way back to get far out of range. If I am every tempted to leave them forward, they get owned, so I learned to do hit and run only with them. The squads are sometimes split into 3 dudes, and when I attacked a squad with very high damage predicted, it ended up only doing about 2hp but it happened that it killed one of the 3 units. It is weird how that works, still don't understand it yet. Capturing the capture points is something you should hurry to do, because units seem to spawn there if not. The dreadnaut gets the ability to teleport eventually and it is super uber. Levelled up units are way stronger but they cost more to deploy, so you can deploy lots of normal ones or fewer uber ones. Still not sure which is the best strategy, so far I've been focusing only my uber guys and they are getting more and more uber. But if I lose them I guess I will be fucked.
The only thing I don't like is how enemy units can show up mid battle, and they come from the edge of the map with no warning. It sucks to capture a cap point on the corner of the map and beat a bunch of bad guys to capture it. Then you think WHEW! once they are all dead. And then the next turn a huge army of shit appears out of nowhere and spawns right on top of you. But I am still managing to win most games with only about 1 lost unit.
Melta have a particular ability that decreases the target's armor value.if melta gun don’t do good damage to tank then they have fucked up.Playing it all night tonight, there are loads more bits of tactics I never noticed at first. The rear of the huge enemy battle wagon thing seems to be weaker than the other 3 sides. From the sides I was doing tiny damage, had to rush my dreadnaut over to do some big hits. Then when it fled, I shot it from behind with my weaker guys and they did about 10 times more damage than I was doing to the sides. The grenade that blinds enemies is really sweet. One of my high level units got a new ability that reduces the damage he takes from range by like 25% or something. That is a big deal! He is my front man now / sacrificial lamb. Weapons have different strengths and weaknesses, beyond what it says in the shot prediction. It might say damage very low, but your shot can kill an entire unit in one hit. I am still trying to learn what the deal is with weapons because I don't know Warhammer, so like the Meltagun I thought was something that melted shit yet it does very low damage to the big tanks. The commando dude I was using I thought he was shit at first because he couldn't shoot anyone and couldn't even throw anything. Then a few squads of orcs got into melee combat with him and he did massive damage with his axe and took no damage, he also blocked a lot of range damage with his electrical shield thingy. The fast hovercraft type units are really uber and should be used in a very mobile way. I have them drive quite far forward to get good shots up close to stuff and do a lot of damage, then drive them all the way back to get far out of range. If I am every tempted to leave them forward, they get owned, so I learned to do hit and run only with them. The squads are sometimes split into 3 dudes, and when I attacked a squad with very high damage predicted, it ended up only doing about 2hp but it happened that it killed one of the 3 units. It is weird how that works, still don't understand it yet. Capturing the capture points is something you should hurry to do, because units seem to spawn there if not. The dreadnaut gets the ability to teleport eventually and it is super uber. Levelled up units are way stronger but they cost more to deploy, so you can deploy lots of normal ones or fewer uber ones. Still not sure which is the best strategy, so far I've been focusing only my uber guys and they are getting more and more uber. But if I lose them I guess I will be fucked.
The only thing I don't like is how enemy units can show up mid battle, and they come from the edge of the map with no warning. It sucks to capture a cap point on the corner of the map and beat a bunch of bad guys to capture it. Then you think WHEW! once they are all dead. And then the next turn a huge army of shit appears out of nowhere and spawns right on top of you. But I am still managing to win most games with only about 1 lost unit.
“meltasomething”=anti-all, is supposed to damage all kind of armor, and kill infantry too, but is a “waste” on weak unit because of the low rate of fire and short range.
the weakness of melta weapon is the short range: loading meltaguns on a drop pod and deliver close to enemy armor is a commo (suicide) tactic.
in the lore there is very few vehicles supposed to have antimelta plating, like the land raider
Galdred said:Actually, I think the AP vs rapid fire weapons problem has been around since the beta.
I looked into the game files right after release, and I think the main culprit is the way damage are computed:
It has not changed since then: the penetration and armor rolls are independent.
In other words, you roll for penetration, and for heavy armor, and :
Penetration success increases the damage, and heavy armor success decreases it.
It might be more complicated, as it was one year ago that I looked into it, but the problem is that penetration and heavy armor were not rolled as a single roll.
A weapon with 20% penetration would get the penetration bonus 20% of the time regardless of the armor value of the target. It basically means that there is just no way for heavy penetration weapon to compensate for having less shots (hence why Flash Gitz were so strong).
The code is in Data\Scripts\CombatTools.BSF:
WeaponDamageRolls (aka strength check) deals increase, normal, or reduced damage, here too, independently of armor roll.FUNCTION DoFire(me, x, y, weapon, KFF
WeaponPowerRoll = Rand(1, 100);
WeaponApRoll = Rand(1, 100);
if (WeaponPowerRoll < (WeaponDamageChance(me, unit, weapon)/2) || (HasSharpshoota(me) == 1) || (HasCrackShot(me) == 1))
{
damage *= 2;
}
else if (WeaponPowerRoll < WeaponDamageChance(me, unit, weapon))
{
//damage = 20;
}
else
{
damage /= 4;
}
if (WeaponApRoll < WeaponAPDamageChance(me, unit, weapon))
{
//APDamage = 40;
}
else
{
APDamage = 0;
}So this shows that: Penetration only adds APDamage, and is rolled independently of armor.
Now how does armor interacts with it all?
the function HeavyArmourDamageReductionChance only checks whether the weapon has special abilities (melta), it does not care about its Penetration and Strength attributes.if (IsVengeanceAmmoValid(me, weapon) == 0)
{
if (HeavyArmourRoll < HeavyArmourDamageReductionChance(me, unit, weapon))
{
APDamage = ReduceDamage(APDamage);
damage = ReduceDamage(damage);
if (IsKrakenAmmoValid(me, weapon) == 0 && IsKrakAmmoValid(me, weapon) == 0)
{
if (HeavyArmourRoll < (HeavyArmourDamageReductionChance(me, unit, weapon)-20))
{
APDamage = ReduceDamage(APDamage);
damage = ReduceDamage(damage);
if (HeavyArmourRoll < (HeavyArmourDamageReductionChance(me, unit, weapon)-40))
{
APDamage = ReduceDamage(APDamage);
damage = ReduceDamage(damage);
}
}
}
}
if (HeavyArmourDamageReductionChance(me, unit, weapon) >= 40 && WeaponAPDamageChance(me, unit, weapon) <= 40)
{
HeavyArmourRoll = Rand(1, 100);
if (HeavyArmourRoll < (HeavyArmourDamageReductionChance(me, unit, weapon))-20)
{
APDamage = ReduceDamage(APDamage);
damage = ReduceDamage(damage);
if (IsKrakenAmmoValid(me, weapon) == 0 && HasKrakAmmo(me) == 0)
{
if (HeavyArmourRoll < (HeavyArmourDamageReductionChance(me, unit, weapon)-30))
{
APDamage = ReduceDamage(APDamage);
damage = ReduceDamage(damage);
if (HeavyArmourRoll < (HeavyArmourDamageReductionChance(me, unit, weapon)-40))
{
APDamage = ReduceDamage(APDamage);
damage = ReduceDamage(damage);
}
}
}
}
}
}
}
Note that if heavyArmour>40 and Penetration<40, there is a second heavy armor roll made, so Penetration with values < 40 will basically have double damage reduction (DR may apply twice), but it is a simple boolean check. Values>40 don't help that much, except by providing extra damage.
It is a good change from the beta, but it remains completely unintuitive IMO (how are we supposed to guess that the useful value for heavy armor and Penetration is 40?), and doesn't remedy the problem of higher RoF being better than everything else after that (ie if HeavyArmour is below 40 or Penetration over 40).
I really wish the game would migrate to a more reasonable model would have been to have a single roll for Armor - Penetration, so that only high Penetration weapon could pierce heavy armor, because it is very hard to make AP weapons "feel" useful under this model.
At least, replacing the check with :
HeavyArmourDamageReductionChance(me, unit, weapon) >= Weapo
nAPDamageChance(me, unit, weapon)would make both heavy Armor and AP values more useful over the whole spectrum.