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Steam News12 May 20261mo ago

Game updated to 0.3.2

Changelog Added: campaign export as HTLM you can now export any campaign generated with the tool as a single HTML file. You can share it with someone you want to play with, but they do not own the tool.

In this update3

Full notes

Full Scenarios Of The Ancient Realm update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes6 additions4 changes0 removals
  • Gameplay
  • Maps
  • UI and audio
  • Fixes
  • Events
  • Compatibility
addedAdded:campaign export as HTLM you can now export any campaign generated with the tool as a single HTML file. You can share it with someone you want to play with, but they do not own the tool. You can also simply put it on your website as well to ease the process of playing together.
addedAdded:scenario generation objective contestation rules are now random for each scenario, majority of the generations will use the default one, but rarely you will see different types of units that can be used for objectives. This feature can be disabled of course but will give you an extra, interesting step when preparing your list for the game, new scenario goals . Added several new goals that can be applied on a scenario to make it more interesting. Example: Checkmate - Victory is achieved only by destroying the enemy General (or appointed army leader). Other victory points are used only if both leaders survive till end of the game. new scenario conditions . Added plenty of new conditions that will affect the battleground. Example: Thunderstorm - At the start of each player turn, roll D6, on 1, nominate one, visible unit within 12" of the tallest terrain features - it suffers 1 hit at an agreed Strength with normal saves.
addedAdded:import can now import owb lists even from compact/discord type of text
addedChanged :improvements to campaign generation can now select starting mission from already existing ones, can set many options normally reserved for scenario generation, improved UI and added time left estimation, maximum features is using base and dynamically increases the amount when map is switching to be bigger (only for growing campaigns),
changedFixed :scenario alignment in campaign, previously it was 1, 2, 4, 8 mission per phase, now it is 1, 3, 5 etc. In other words, they are now part of the common tree instead of having detached trees based on the result.
changedSummaryWith this release I was able to make another step into the campaign generation of my dreams. My final goal is that you will be able to generate dynamic campaign in which every mission might be putting some interesting challenge on the players.

Scenarios Of The Ancient Realm changes

addedcampaign export as HTLM you can now export any campaign generated with the tool as a single HTML file. You can share it with someone you want to play with, but they do not own the tool. You can also simply put it on your website as well to ease the process of playing together.
addedscenario generation objective contestation rules are now random for each scenario, majority of the generations will use the default one, but rarely you will see different types of units that can be used for objectives. This feature can be disabled of course but will give you an extra, interesting step when preparing your list for the game, new scenario goals . Added several new goals that can be applied on a scenario to make it more interesting. Example: Checkmate - Victory is achieved only by destroying the enemy General (or appointed army leader). Other victory points are used only if both leaders survive till end of the game. new scenario conditions . Added plenty of new conditions that will affect the battleground. Example: Thunderstorm - At the start of each player turn, roll D6, on 1, nominate one, visible unit within 12" of the tallest terrain features - it suffers 1 hit at an agreed Strength with normal saves.
addedimport can now import owb lists even from compact/discord type of text
addedimprovements to campaign generation can now select starting mission from already existing ones, can set many options normally reserved for scenario generation, improved UI and added time left estimation, maximum features is using base and dynamically increases the amount when map is switching to be bigger (only for growing campaigns),
changedscenario alignment in campaign, previously it was 1, 2, 4, 8 mission per phase, now it is 1, 3, 5 etc. In other words, they are now part of the common tree instead of having detached trees based on the result.

Changelog

Added:

  • campaign export as HTLM

    • you can now export any campaign generated with the tool as a single HTML file. You can share it with someone you want to play with, but they do not own the tool. You can also simply put it on your website as well to ease the process of playing together.

  • scenario generation

    • objective contestation rules are now random for each scenario, majority of the generations will use the default one, but rarely you will see different types of units that can be used for objectives. This feature can be disabled of course but will give you an extra, interesting step when preparing your list for the game,

    • new scenario goals. Added several new goals that can be applied on a scenario to make it more interesting. Example: Checkmate - Victory is achieved only by destroying the enemy General (or appointed army leader). Other victory points are used only if both leaders survive till end of the game.

    • new scenario conditions. Added plenty of new conditions that will affect the battleground. Example: Thunderstorm - At the start of each player turn, roll D6, on 1, nominate one, visible unit within 12" of the tallest terrain features - it suffers 1 hit at an agreed Strength with normal saves.

  • campaign generation

    • treasures. In your campaign, if a mission contains a final objective, it is possible to receive a treasure as well. Treasure is marked as amount of points (by default 5% of points for the game) that is meant to be used in future games for magical items only. Of course only one army can contest the treasure at the end of the mission.

    • special bonuses. It is now possible that final objective will be granting special bonuses for a unit that is contesting it before last turn. There are plenty of possibilities and generally few are selected as candidates, the actual one will be selected by you, using a die roll.

  • import

    • can now import owb lists even from compact/discord type of text

Changed:

  • improvements to campaign generation

    • can now select starting mission from already existing ones,

    • can set many options normally reserved for scenario generation,

    • improved UI and added time left estimation,

    • maximum features is using base and dynamically increases the amount when map is switching to be bigger (only for growing campaigns),

Fixed:

  • scenario alignment in campaign, previously it was 1, 2, 4, 8 mission per phase, now it is 1, 3, 5 etc. In other words, they are now part of the common tree instead of having detached trees based on the result.

Summary

With this release I was able to make another step into the campaign generation of my dreams. My final goal is that you will be able to generate dynamic campaign in which every mission might be putting some interesting challenge on the players.

A combination of goal, condition, contestation rules and perhaps contestation bonuses gives a perfect ground for a challenging mission where your normal army list might not be as good as you think. It will enforce on you to stretch a bit and change the units you normally use to ones that are collecting dust in your shelf.

I do not want to do the work for game masters though but rather give them an interesting ground for a cool story that can be based on the situation in your campaign and condition your scenario is in. Imagine this: it is your last phase in the campaign, deployment happens to be using attacker/defender positioning and on top of that condition for the game is thunderstorm. Every turn a strike from the heavens have an option to hit one of the units. If that is not a good base for a clever battle report, tell me what would be.

Of course, I am not finished with my ideas for the campaign, but I think this is a nice addition to have treasures now. They represent artificial points that army - which won the treasure - can spend afterward on magical items only. This should be even bigger prize for winning these types of missions. I haven't tested them on the battlefield yet, so they might be reduced in the future.

Another addition are contestation rules and bonuses.

I hope that with random contestation rule, these more advanced players can have even more fun. They will affect both your army composition (to some extremes when e.g. only mercenaries can contest an objective) and tactics as contestation can now start from round 1, 2 or 3 (turn 1 still being most common).

Final objective bonuses are definitely not in their final form, nor are balanced addition to the game. They however should feed interesting storytelling and the game more challenging, or rewarding for these that can utilize them well.

I am still thinking about the future, where I want to have some way of granting XP to the surviving units, but I would not want it to be too complicated. I'll be back with some ideas.

Finally, you can now export your campaign in a format of interactive HTML and share it with your friend that you will play with or just put in on your website domain to be available to be seen by your stream viewers.

This way, your friends do not need to buy this tool but still enjoy playing with you.

Future

As you might notice, I am still focusing on providing compatibility with Warhammer: The Old World. The tool is not limited for that game but for sure is focused on improving your games in that format. The reasons for that are: that is the only game I currently play and there is no other request yet for other formats.

I have some ideas about expanding this to support any backgrounds for the missions, be more friendly with historical battles, 40k, bolt action etc., but these are not my priorities at the moment. Let me know if you think that I should put more effort there.

For the closest future I am planning to focus on testing SOTAR on other operating systems and perhaps Steam Deck.

Source

Steam News / 12 May 2026

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