Warhammer 40,000: Dawn of War III - r_Kat


#Discussions_QuoteBlock_Author
Hi everyone!


Thanks for sharing all your great feedback with us after our Community Update last week. We appreciate your patience with us. We’re so excited to release our major Annihilation Update today. Get ready to wipe the floor with your foes in our new multiplayer mode!!

Headlining this update are two new Annihilation modes, which work in Custom Matches on all existing maps including our new release, Mortis Vale. This new battlefield is available for 2v2 and 3v3 across all multiplayer modes, boasting an open feel with lots of flanking opportunities.

We’re also introducing three new doctrines (one per faction) that allow the construction of turrets.These doctrines will be automatically unlocked for all players and can be used in Power Core mode or in the new Annihilation modes.

As a final token of our appreciation, we’re adding three Elite skins to your inventories - House Raven Imperial Knight Paladin, Exalted Wraithknight, and the Deathskulls Gorkanaut. We call them our Engines of Annihilation. Just log in, equip them, and bring the pain!

There’s plenty more to dig into below. Take a look and hit up the forums if you have any questions. We’ll be at the ready.

Thanks again, and enjoy!



New
  • New modes: Annihilation Classic and Annihilation With Defenses
  • New doctrines: Tarantula Turret, Big Shoota Turret, and Shuriken Grav Platform
  • New map: Mortis Vale (3v3) and (2v2)
  • Free skins: House Raven Imperial Knight Paladin, Exalted Wraithknight, and Deathskulls Gorkanaut



Gameplay
  • Fixed an issue that makes Elite healing around a player’s HQ and production structures more consistent

Maps
  • Mortis Vale (2v2) has been added into the Custom match and Quick-Match map lists
  • Mortis Vale (3v3) has been added into the Custom match and Quick-Match map lists



Tactical Marine
Doctrines
  • Tireless: Speed bonus decreased from 3 to 1.5
  • Tireless: Speed bonus will kick in 15 seconds after being out of combat, up from 11 seconds
  • Tireless: Speed bonus now begins 15 seconds after spawning a squad of Tactical Marines, instead of instantly
  • Tireless: A decorator icon now displays your progress towards the speed bonus

We did buff the damage on Tactical Marines significantly, which we do feel was warranted. However, the Tireless doctrine acted as a multiplier. It allowed them to cover too much of the map and gave too big of an advantage in early skirmishes. We will continue to monitor this doctrine’s usage rate and cross-reference its impact on games.



Terminators
Doctrines
  • Focused Shot: Fixed an issue where slowed targets did not display the slow icon



Imperial Knight Paladin
Bug Fixes
  • Fixed an issue where Ion Shield sometimes failed to block certain shots



Imperial Knight Solaria
Bug Fixes
  • Fixed an issue where Solaria's weapons were not disabled during the wind down of Gatling Barrage



Ranger
Bug Fixes
  • Changed Sensor Beacon to be single-cast when a group is selected, meaning they won’t all use their ability in the same spot when the order is given



Fire Prism
Bug Fixes
  • Fire Prisms no longer play their death animation when being levitated (but not killed) by Orbital Bombardment



General
  • Fixed an issue where Windows taskbars set to the left or top of the screen would not be hidden
  • Fixed issue where skimmer units that were knocked back onto negative space were instantly killed
  • Fixed issue where WAAAGH! Towers would sometimes stop producing scrap

Campaign
  • Difficulty tuning on several campaign missions (1, 11,12, 13), mostly on Normal difficulty
  • Fixed an issue in Mission 2 where loading a saved game could stop Varlock Guard units from moving
  • Fixed an issue in Mission 6 where the mission could stall if the enemy recaptured one of the two arrays from the player
  • Fixed an issue in Mission 9 where loading a saved game could cause Deffkoptas to fail to enter combat, blocking mission progression
  • Fixed an issue in Mission 13 where Elites sometimes wouldn’t gain experience
  • Fixed a terrain issue on Mission 17 which could cause an Elite to become stuck

Multiplayer
  • Fixed most common instances of an issue where spamming hotkeys allowed multiple resource add-ons to be constructed on a single resource point; additional instances of this bug are still being investigated
  • Rotated some heavy cover on Stratum P2-8 near the middle of the map to allow for easier access
  • Fixed a spot on Charon’s Rest where an Elite could become trapped

User Interface
  • Added support for Exclusive Fullscreen and Windowed display options
  • Changed the placement of several front end components to group player name, icon, and Skulls together
  • Fixed an issue where quitting after a match loss would cause units to change colours
  • Fixed disconnect behavior while on the Elite info screen
  • Fixed an issue where the paint scheme list was cut off for players 3, 4, 5, and 6 in an 3v3 lobby
  • Fixed a rare issue where Quick-Match players would become stuck in a black screen after the game countdown
  • Fixed an issue where the Texture Detail option would not correctly save when applied

Art
  • Fixed an overlap issue on the Meganobz mastery skin



{LINK REMOVED}{LINK REMOVED}
Warhammer 40,000: Dawn of War III - Kat_RE


#Discussions_QuoteBlock_Author
Hi everyone!


Thanks for sharing all your great feedback with us after our Community Update last week. We appreciate your patience with us. We’re so excited to release our major Annihilation Update today. Get ready to wipe the floor with your foes in our new multiplayer mode!!

Headlining this update are two new Annihilation modes, which work in Custom Matches on all existing maps including our new release, Mortis Vale. This new battlefield is available for 2v2 and 3v3 across all multiplayer modes, boasting an open feel with lots of flanking opportunities.

We’re also introducing three new doctrines (one per faction) that allow the construction of turrets.These doctrines will be automatically unlocked for all players and can be used in Power Core mode or in the new Annihilation modes.

As a final token of our appreciation, we’re adding three Elite skins to your inventories - House Raven Imperial Knight Paladin, Exalted Wraithknight, and the Deathskulls Gorkanaut. We call them our Engines of Annihilation. Just log in, equip them, and bring the pain!

There’s plenty more to dig into below. Take a look and hit up the forums if you have any questions. We’ll be at the ready.

Thanks again, and enjoy!



New
  • New modes: Annihilation Classic and Annihilation With Defenses
  • New doctrines: Tarantula Turret, Big Shoota Turret, and Shuriken Grav Platform
  • New map: Mortis Vale (3v3) and (2v2)
  • Free skins: House Raven Imperial Knight Paladin, Exalted Wraithknight, and Deathskulls Gorkanaut



Gameplay
  • Fixed an issue that makes Elite healing around a player’s HQ and production structures more consistent

Maps
  • Mortis Vale (2v2) has been added into the Custom match and Quick-Match map lists
  • Mortis Vale (3v3) has been added into the Custom match and Quick-Match map lists



Tactical Marine
Doctrines
  • Tireless: Speed bonus decreased from 3 to 1.5
  • Tireless: Speed bonus will kick in 15 seconds after being out of combat, up from 11 seconds
  • Tireless: Speed bonus now begins 15 seconds after spawning a squad of Tactical Marines, instead of instantly
  • Tireless: A decorator icon now displays your progress towards the speed bonus

We did buff the damage on Tactical Marines significantly, which we do feel was warranted. However, the Tireless doctrine acted as a multiplier. It allowed them to cover too much of the map and gave too big of an advantage in early skirmishes. We will continue to monitor this doctrine’s usage rate and cross-reference its impact on games.



Terminators
Doctrines
  • Focused Shot: Fixed an issue where slowed targets did not display the slow icon



Imperial Knight Paladin
Bug Fixes
  • Fixed an issue where Ion Shield sometimes failed to block certain shots



Imperial Knight Solaria
Bug Fixes
  • Fixed an issue where Solaria's weapons were not disabled during the wind down of Gatling Barrage



Ranger
Bug Fixes
  • Changed Sensor Beacon to be single-cast when a group is selected, meaning they won’t all use their ability in the same spot when the order is given



Fire Prism
Bug Fixes
  • Fire Prisms no longer play their death animation when being levitated (but not killed) by Orbital Bombardment



General
  • Fixed an issue where Windows taskbars set to the left or top of the screen would not be hidden
  • Fixed issue where skimmer units that were knocked back onto negative space were instantly killed
  • Fixed issue where WAAAGH! Towers would sometimes stop producing scrap

Campaign
  • Difficulty tuning on several campaign missions (1, 11,12, 13), mostly on Normal difficulty
  • Fixed an issue in Mission 2 where loading a saved game could stop Varlock Guard units from moving
  • Fixed an issue in Mission 6 where the mission could stall if the enemy recaptured one of the two arrays from the player
  • Fixed an issue in Mission 9 where loading a saved game could cause Deffkoptas to fail to enter combat, blocking mission progression
  • Fixed an issue in Mission 13 where Elites sometimes wouldn’t gain experience
  • Fixed a terrain issue on Mission 17 which could cause an Elite to become stuck

Multiplayer
  • Fixed most common instances of an issue where spamming hotkeys allowed multiple resource add-ons to be constructed on a single resource point; additional instances of this bug are still being investigated
  • Rotated some heavy cover on Stratum P2-8 near the middle of the map to allow for easier access
  • Fixed a spot on Charon’s Rest where an Elite could become trapped

User Interface
  • Added support for Exclusive Fullscreen and Windowed display options
  • Changed the placement of several front end components to group player name, icon, and Skulls together
  • Fixed an issue where quitting after a match loss would cause units to change colours
  • Fixed disconnect behavior while on the Elite info screen
  • Fixed an issue where the paint scheme list was cut off for players 3, 4, 5, and 6 in an 3v3 lobby
  • Fixed a rare issue where Quick-Match players would become stuck in a black screen after the game countdown
  • Fixed an issue where the Texture Detail option would not correctly save when applied

Art
  • Fixed an overlap issue on the Meganobz mastery skin



{LINK REMOVED}{LINK REMOVED}
Warhammer 40,000: Dawn of War III - r_Kat


Hey everyone!

It’s been a wild ride since the release of Dawn of War III – a game we loved making and are so glad to finally have in your hands. We’re thrilled to put out a new installment after an eight-year hiatus, we’re proud of the innovations we’ve made within the genre, and we think the game is full of potential.

But…we’re humans who have the internet. We know there are lots of you who don’t feel the same way. That matters. We make these games for you, and we need you in order to keep making games. So, let’s talk about where we go from here.

Dawn of War III was meant to reunite our Dawn of War and Dawn of War II fans with a bombastic, action-RTS packed with incredible heroes, giant space lasers, and whole, new planets made of things that go BOOM. While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for. So, what now?

It started at launch by keeping our eyes and ears open. We spend a LOT of time on the forums, and just as much looking through the data on what you’re playing, and what you’re not. We’re using that to plot out our next steps and are hoping to share plans with you soon, and get you involved in how we bring them to life. But that takes time.

So, what happens in the short term? Great question…

ANNIHILATION MODE
To start, we’re going back to our roots with new multiplayer modes that challenge you to wipe out every last Waaagh Tower and Webway Gate to earn that victory screen. Get ready for Annihilation Mode. Wait, make that: Annihilation MODES.



Dawn of War I fans will feel right at home in Annihilation Classic. To win, you’ll need to destroy the core structures of your opponent. It’s tough, but we’ve added a couple tools to help you out: new doctrines that will let you build faction-specific turrets throughout the map.

Want a headstart? Load up Annihilation with Defenses to kick off the match with several of these turrets already installed throughout the map, buying you more time to build up your army. Both modes will be available in Custom Match for 1v1, 2v2, and 3v3.

We’ll be releasing a video on later this week with more information, and debuting the mode live on Twitch at 10AM PST on Friday, June 16th. Keep your eyes peeled!

TURRET DOCTRINES
And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them. We’ll release them unlocked, for all players, for use across all multiplayer modes. Turtlers rejoice! You’ll have new defensive strategies to play with, and against, in no time. Here’s your first look at one of them in action:



The turret doctrines won’t be available in campaign mode, but it is something we’re going to take a look at. No promises, but we’ll see what’s possible and get back to you.

NEW MAP: MORTIS VALE
All existing multiplayer maps have been retrofitted to play host to Annihilation showdowns, but we’re happy to share the brand new Mortis Vale map – a fresh battlefield to burn to the ground! We’ll share a closer look at Mortis Vale next week, but here’s just a taste of what to expect. And yes, this map will be equally available to load up in Power Core!



ENGINES OF ANNIHILATION
We’re sneaking one more treat in for you. Get ready to bring glory to the battlefield with the free Engines of Annihilation skin pack! Send out your super walkers in style with the House Raven skin for the Imperial Knight Paladin, the Exalted skin for the Wraithknight, and the Deathskulls skin for the Gorkanaut. We hope you like them!



This will all go live in our Annihilation Update on Tuesday, June 20th.

We know this is just a start, but it’s an important one. And it helps us say thanks to each and every one of you for playing, posting, and yes – even some of the yelling. It hasn’t fallen on deaf ears.

We’ll start with the Annihilation Update, we’ll keep listening, and together, we’ll keep moving forward.

For the Emperor!
Warhammer 40,000: Dawn of War III - Kat_RE


Hey everyone!

It’s been a wild ride since the release of Dawn of War III – a game we loved making and are so glad to finally have in your hands. We’re thrilled to put out a new installment after an eight-year hiatus, we’re proud of the innovations we’ve made within the genre, and we think the game is full of potential.

But…we’re humans who have the internet. We know there are lots of you who don’t feel the same way. That matters. We make these games for you, and we need you in order to keep making games. So, let’s talk about where we go from here.

Dawn of War III was meant to reunite our Dawn of War and Dawn of War II fans with a bombastic, action-RTS packed with incredible heroes, giant space lasers, and whole, new planets made of things that go BOOM. While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for. So, what now?

It started at launch by keeping our eyes and ears open. We spend a LOT of time on the forums, and just as much looking through the data on what you’re playing, and what you’re not. We’re using that to plot out our next steps and are hoping to share plans with you soon, and get you involved in how we bring them to life. But that takes time.

So, what happens in the short term? Great question…

ANNIHILATION MODE
To start, we’re going back to our roots with new multiplayer modes that challenge you to wipe out every last Waaagh Tower and Webway Gate to earn that victory screen. Get ready for Annihilation Mode. Wait, make that: Annihilation MODES.



Dawn of War I fans will feel right at home in Annihilation Classic. To win, you’ll need to destroy the core structures of your opponent. It’s tough, but we’ve added a couple tools to help you out: new doctrines that will let you build faction-specific turrets throughout the map.

Want a headstart? Load up Annihilation with Defenses to kick off the match with several of these turrets already installed throughout the map, buying you more time to build up your army. Both modes will be available in Custom Match for 1v1, 2v2, and 3v3.

We’ll be releasing a video on later this week with more information, and debuting the mode live on Twitch at 10AM PST on Friday, June 16th. Keep your eyes peeled!

TURRET DOCTRINES
And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them. We’ll release them unlocked, for all players, for use across all multiplayer modes. Turtlers rejoice! You’ll have new defensive strategies to play with, and against, in no time. Here’s your first look at one of them in action:



The turret doctrines won’t be available in campaign mode, but it is something we’re going to take a look at. No promises, but we’ll see what’s possible and get back to you.

NEW MAP: MORTIS VALE
All existing multiplayer maps have been retrofitted to play host to Annihilation showdowns, but we’re happy to share the brand new Mortis Vale map – a fresh battlefield to burn to the ground! We’ll share a closer look at Mortis Vale next week, but here’s just a taste of what to expect. And yes, this map will be equally available to load up in Power Core!



ENGINES OF ANNIHILATION
We’re sneaking one more treat in for you. Get ready to bring glory to the battlefield with the free Engines of Annihilation skin pack! Send out your super walkers in style with the House Raven skin for the Imperial Knight Paladin, the Exalted skin for the Wraithknight, and the Deathskulls skin for the Gorkanaut. We hope you like them!



This will all go live in our Annihilation Update on Tuesday, June 20th.

We know this is just a start, but it’s an important one. And it helps us say thanks to each and every one of you for playing, posting, and yes – even some of the yelling. It hasn’t fallen on deaf ears.

We’ll start with the Annihilation Update, we’ll keep listening, and together, we’ll keep moving forward.

For the Emperor!
Jun 5, 2017
Warhammer 40,000: Dawn of War III - r_Kat
SPACE MARINES

  • Fixed a bug where Solaria's Fire On Move doctrine did not take into account the recent damage increase for the Tactical Marines

BUG FIXES

Campaign

  • Fixed an issue where some in-game cinematics were playing at double speed in some cases

Performance

  • Fixed an issue where it was not possible to revert the exclusive_fullscreen Steam launch option when the argument was no longer present
Jun 5, 2017
Warhammer 40,000: Dawn of War III - Kat_RE
SPACE MARINES

  • Fixed a bug where Solaria's Fire On Move doctrine did not take into account the recent damage increase for the Tactical Marines

BUG FIXES

Campaign

  • Fixed an issue where some in-game cinematics were playing at double speed in some cases

Performance

  • Fixed an issue where it was not possible to revert the exclusive_fullscreen Steam launch option when the argument was no longer present
Warhammer 40,000: Dawn of War III - r_Kat




#Discussions_QuoteBlock_Author
Hey guys!

We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates!

We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!

New
  • Leaderboards have been added

Improved
  • Opponent AI
  • The Codex now includes all Elite units
  • Map changes
  • Balance update (multiplayer only, balance changes do not apply to the campaign)



Gameplay
  • Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes
  • Base Requisition rate increased from 260 per minute to 340 per minute
  • Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage)
  • Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage)

Escalation Phases
  • Phase 1: Increased refund on unit loss from 25% to 35%
  • Phase 2: Increased refund on unit loss from 15% to 25%
  • Phase 4: Decreased resource rate bonus from 50% to 25%

Maps
  • A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists
  • A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists
  • Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map
  • Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base



Servitor
Bug Fixes
  • Fixed an issue where Servitors could see over some sight blockers



Tactical Marine
  • Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
  • Ranged damage increased from 2.85 to 4
  • Melee damage increased from 4.6 to 5.5
  • Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power
  • Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power

Bug Fixes
  • Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged
  • Fixed a bug that caused Tactical Marines to gain resources when Overcharged
  • Fixed a bug that prevented Tactical Marines from being able to melee when Overheated
  • Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod
  • Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously

We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.



Scout Sniper
  • Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons

Doctrines
  • Hidden: Now gains a 10-second speed boost after firing

A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.



Assault Marine
  • Power Sword upgrade is now available at Tier 2
  • Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power
  • Jump charge generation time increased from 65 seconds to 90 seconds

Doctrines
  • Assault Leap: Damage reduced from 75 to 20

Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay.



Lascannon Devastator
  • Added a resource bar to display three tiers of beam intensity
  • Beam intensity will no longer decay when switching targets
  • Beam intensity will decay slowly when out of combat
  • Beam intensity will reset when stunned, knocked back, or placed into stasis
  • Beam intensity 1 damage increased from 1.5 to 1.875
  • Beam intensity 2 damage increased from 3 to 3.75
  • Beam intensity 3 damage increased from 5.5 to 6.5

Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power.



Whirlwind
Bug Fixes
  • Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points



Predator Destructor
  • Health increased from 2250 to 2500
  • Area of effect increased from 3 to 5
  • Visual effects have been updated to match the new area of effect

We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions.



Kill Team Ironmaw
  • Ranged damage increased from 4 to 5
  • Melee damage increased from 6 to 8

Bug Fixes
  • Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport

We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz.



Jonah Orion
  • Max number of units hit per squad by Fury of the Ancients decreased from unlimited to 5

We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha.



Gabriel Angelos
  • Removed knockback from Critical Strike
  • Critical Strike (passive) damage increased from 80 to 85

We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output.



Terminators
  • Added knockback on Teleport arrival
  • Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds

Bug Fixes
  • Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod

We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up.



Venerable Dreadnought
  • Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target
  • Ranged damage increased from 240 to 350

Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable.



Imperial Knight Solaria
  • Removed the slow from Gets Hot!
  • Attack range increased from 40 to 45
  • Gatling Barrage knockback increased from 8 to 12
  • Gatling Barrage range increased from 45 to 55

While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat.

When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable.

We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware.



Additional Changes
  • Increased shields granted by Plant The Standard from 350 to 450
  • Drop pod damage versus buildings currently under construction from 1750 to 350
  • Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post

Population
  • Servitor: Decreased from 2 to 1
  • Assault Marines: Increased from 10 to 13
  • Scout Snipers: Decreased from 10 to 9
  • Heavy Bolter Devastators: Increased from 9 to 11
  • Lascannon Devastators: Increased from 9 to 10
  • Landspeeders: Increased from 10 to 13
  • Dreadnought: Decreased from 18 to 17
  • Predator Annihilator: Decreased from 18 to 17
  • Predator Destructor: Decreased from 18 to 17
  • Whirlwind: Increased from 10 to 12



Bonesinger
  • Warp now starts on cooldown when the unit is first spawned in
  • Warp range decreased from 100 to 70

Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.



Dire Avenger
  • Range reduced from 40 to 30

Doctrines
  • Avenger Shield: Shields reduced from 20% to 10%

Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat.



Howling Banshee
  • Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power
  • Quick Strike damage reduced from 65 to 30

Doctrines
  • Hunt: When in stealth, Quick Strike will reveal you in the casting phase
  • Hunt: Speed bonus no longer stacks with Fleet of Foot
  • Hunt: Damage bonus reduced from 100% to 25%
  • Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage

We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit.



Ranger
  • Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power
  • Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power

Bug Fixes
  • Fixed a bug where additional firing would not reset their stealth revert timer

We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them.



Fire Prism
  • Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power
  • Ranged damage increased from 275 to 320
  • Superheated damage type changed from Normal to True
  • Superheated damage increased from 100 to 150
  • Superheated activation time reduced from 3 seconds to 2 seconds
  • Removed knockback from Superheated

Bug Fixes
  • Fixed an issue where units could not teleport out of a Fire Prism attack

Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades.



Striking Scorpions
  • Health reduced from 1620 to 1350
  • Shields reduced from 1080 to 900
  • Hunt damage bonus reduced from 100% to 25%
  • Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100%
  • Hunt tooltip now displays speed and damage bonuses
  • Critical Strike (passive) damage type changed from True to Normal



Farseer Macha
  • Psyker Blast damage decreased from 150 to 125
  • Psyker Blast damage mitigation increased from 50% to 75%

Bug Fixes
  • Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing



Jain Zar
  • Silent Death initial damage reduced from 100 to 75
  • Silent Death return damage increased from 250 to 275
  • Changed the visual effects when Silent Death is on its return path
  • Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning



Warp Spiders
  • Slow mines activation time decreased from 7 seconds to 3 seconds



Wraithlord
  • Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase

Doctrines
  • Wraith Recall: Range reduced from global to 100
  • Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount

Bug Fixes
  • Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles



Additional Changes
  • Edlritch Storm: True damage per tick reduced from 5 to 2.5
  • Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form
  • Webway Gates health decreased from 700 to 600
  • Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected
  • Improved Webways: No longer allows Webway Gates to relocate in Tier 1
  • Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat
  • Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds

Population
  • Dire Avengers: Increased from 6 to 8
  • Howling Banshees: Increased from 10 to 11
  • Dark Reapers: Increased from 8 to 11
  • Rangers: Increased from 8 to 9
  • Shadow Spectres: Increased from 9 to 12
  • Wraithblades: Increased from 12 to 16
  • Vyper: Increased from 5 to 9
  • Falcon: Increased from 12 to 17
  • Fire Prism: Increased from 15 to 19



ORKS

Gretchin
Doctrines
  • Find the Goods: Places a single mine on top of the Scrap pile that you teleport to
  • Find the Goods: Now stealths for 15 seconds, or until detected



Boy
Doctrines
  • Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50%



Shoota Boy
  • Health increased from 840 to 1000



Tankbusta
Doctrines
  • Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it can't find a target



Trukk
Doctrines
  • Suicide Bomma: Damage reduced from 350 to 200
  • Suicide Bomma: Damage versus objectives reduced from 350 to 100
  • Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5



Deffkopta
  • Increased health from 450 to 550



Killa Kan
Doctrines
  • Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases
  • Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration



Deff Dread
Doctrines
  • Bigga Scrap Shield: Shields increased from 300 to 500
  • Bigga Scrap Shield: Duration increased from 5 to 10 seconds



Big Trakk
  • Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power
  • Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power
  • Kill 'Em Far now applies a slow to vehicles, instead of a stun



Stormboyz
  • Suicide Bomma's damage versus objectives reduced from 350 to 175
  • Max number of units hit per squad decreased from unlimited to 5
  • When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50%
  • When upgraded with scrap, Suicide Bomma won't explode unexpectedly over certain types of terrain

Doctrines
  • Kamakazee: Changed hotkey from Q to X



Weirdboy Zappnoggin
  • Damage type changed from Normal to True
  • Area of effect damage removed from ranged attack
  • Scrap Blast shields increased from 200 to 225
  • Max number of units hit per squad by Scrap Blast decreased from unlimited to 5
  • Ere We Go no longer does damage
  • Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds



Mad Dread
  • Health increased from 4250 to 4750
  • Tunnel cooldown decreased from 45 seconds to 30 seconds



Gorkanaut
  • Ranged damage increased from 15 to 20
  • All Da Dakka damage increased from 80 to 100

Bug Fixes
  • Fixed an issue where All Da Dakka did no damage to Shield Generators
  • Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability
  • Fixed a bug where the Gorkanaut's Loot would not always work



Additional Changes
  • Fixed an issue where Roks could become unresponsive if picked up and dropped

Population
  • Boyz: Decreased from 8 to 7
  • Shoota Boyz: Increased from 8 to 9
  • Nobz: Decreased from 25 to 16
  • Deffgun Lootas: Increased from 8 to 9
  • Tankbustas: Increased from 6 to 10
  • Trukks: Increased from 8 to 9
  • Deffkoptas: Increased from 5 to 7
  • Killa Kans: Increased from 10 to 11
  • Deff Dreads: Increased from 12 to 15
  • Big Trakks: Increased from 18 to 19



Achievements
  • Fixed assorted issues with achievements not being awarded when completing the campaign

Audio
  • Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens
  • Fixed incorrect sound effects on Sky Portal death
  • Fixed missing sound effects on Ork Shoota Boyz
  • Fixed an issue with the level up sound effects playing on repeat
  • Fixed an issue where setting Voice volume to zero was not silencing unit barks

Campaign
  • Fixed an issue where mission progress wasn't properly carried over between PCs
  • Fixed an issue where Assault Marines could bypass a gate in Mission 1
  • Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2
  • Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4
  • Fixed missing animation on a bridge in Mission 4
  • Fixed missing dialogue at the end of Mission 4
  • Fixed a rare bug that would block progression when defending your base in Mission 5
  • Fixed issues with deck gun effects and sound effects when loading a save in Mission 7
    Tuned Diomedes' health in Mission 8
  • Fixed an issue where units joining the player could become hostile in Mission 11
  • Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12
  • Fixed an issue with debrief imagery in Mission 12
  • Fixed an issue with stacking Webway Gates in Mission 13
  • Fixed a rare crash when destroying the first Webway Gate in Mission 14
  • Fixed an issue with missing health bars on some units in Mission 16
  • Fixed an issue with missing objective indicators in Mission 16
  • Fixed an issue where Elites would not gain experience at the end of Mission 16
  • Fixed issues with damage from Mission 17's boss's swipe attacks
  • Fixed issues with boss behaviour in Mission 17

Save & Load
  • Fixed an issue where incorrect Elites could appear in some save games
  • Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active

Multiplayer
  • Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war
  • Fixed an issue where paused AI games were not actually paused

Units & Abilities
  • Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma
  • Fixed an animation glitch on the Striking Scorpions
  • Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them
  • Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods
  • Fixed an overly large hit box on the Doctrine Chapel

User Interface
  • Fixed stacking debuff icons caused by Gorgutz' melee attacks
  • Fixed inconsistencies with audio and video options and forced restarts
    Adjusted several incorrect ability and upgrade icons
  • Fixed an issue where some tooltips would be missing text for non-deployed Elites
  • Fixed incorrect behaviour on several gameplay UI options
  • Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep

Art
  • Fixed additional instances of effects seen through the fog of war
  • Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused
  • Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher
  • Fixed missing effects on the Temporal Mine ability
  • Fixed missing effects when the Venereable Dreadnought is destroyed
  • Fixed timing issues on destruction effects for resource add-ons
  • Fixed an issue where the effects and sound effects for Pin did not end
  • Fixed an issue with persistent teleport effects when the target building is destroyed

Offline Play
  • Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions

Performance
  • Improved performance on 4K monitors in various option and info screens
  • Improved performance when using the Roks ability



{LINK REMOVED}{LINK REMOVED}
Warhammer 40,000: Dawn of War III - Kat_RE




#Discussions_QuoteBlock_Author
Hey guys!

We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates!

We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!

New
  • Leaderboards have been added

Improved
  • Opponent AI
  • The Codex now includes all Elite units
  • Map changes
  • Balance update (multiplayer only, balance changes do not apply to the campaign)



Gameplay
  • Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes
  • Base Requisition rate increased from 260 per minute to 340 per minute
  • Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage)
  • Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage)

Escalation Phases
  • Phase 1: Increased refund on unit loss from 25% to 35%
  • Phase 2: Increased refund on unit loss from 15% to 25%
  • Phase 4: Decreased resource rate bonus from 50% to 25%

Maps
  • A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists
  • A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists
  • Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map
  • Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base



Servitor
Bug Fixes
  • Fixed an issue where Servitors could see over some sight blockers



Tactical Marine
  • Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
  • Ranged damage increased from 2.85 to 4
  • Melee damage increased from 4.6 to 5.5
  • Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power
  • Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power

Bug Fixes
  • Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged
  • Fixed a bug that caused Tactical Marines to gain resources when Overcharged
  • Fixed a bug that prevented Tactical Marines from being able to melee when Overheated
  • Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod
  • Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously

We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.



Scout Sniper
  • Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons

Doctrines
  • Hidden: Now gains a 10-second speed boost after firing

A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.



Assault Marine
  • Power Sword upgrade is now available at Tier 2
  • Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power
  • Jump charge generation time increased from 65 seconds to 90 seconds

Doctrines
  • Assault Leap: Damage reduced from 75 to 20

Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay.



Lascannon Devastator
  • Added a resource bar to display three tiers of beam intensity
  • Beam intensity will no longer decay when switching targets
  • Beam intensity will decay slowly when out of combat
  • Beam intensity will reset when stunned, knocked back, or placed into stasis
  • Beam intensity 1 damage increased from 1.5 to 1.875
  • Beam intensity 2 damage increased from 3 to 3.75
  • Beam intensity 3 damage increased from 5.5 to 6.5

Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power.



Whirlwind
Bug Fixes
  • Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points



Predator Destructor
  • Health increased from 2250 to 2500
  • Area of effect increased from 3 to 5
  • Visual effects have been updated to match the new area of effect

We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions.



Kill Team Ironmaw
  • Ranged damage increased from 4 to 5
  • Melee damage increased from 6 to 8

Bug Fixes
  • Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport

We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz.



Jonah Orion
  • Max number of units hit per squad by Fury of the Ancients decreased from unlimited to 5

We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha.



Gabriel Angelos
  • Removed knockback from Critical Strike
  • Critical Strike (passive) damage increased from 80 to 85

We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output.



Terminators
  • Added knockback on Teleport arrival
  • Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds

Bug Fixes
  • Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod

We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up.



Venerable Dreadnought
  • Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target
  • Ranged damage increased from 240 to 350

Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable.



Imperial Knight Solaria
  • Removed the slow from Gets Hot!
  • Attack range increased from 40 to 45
  • Gatling Barrage knockback increased from 8 to 12
  • Gatling Barrage range increased from 45 to 55

While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat.

When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable.

We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware.



Additional Changes
  • Increased shields granted by Plant The Standard from 350 to 450
  • Drop pod damage versus buildings currently under construction from 1750 to 350
  • Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post

Population
  • Servitor: Decreased from 2 to 1
  • Assault Marines: Increased from 10 to 13
  • Scout Snipers: Decreased from 10 to 9
  • Heavy Bolter Devastators: Increased from 9 to 11
  • Lascannon Devastators: Increased from 9 to 10
  • Landspeeders: Increased from 10 to 13
  • Dreadnought: Decreased from 18 to 17
  • Predator Annihilator: Decreased from 18 to 17
  • Predator Destructor: Decreased from 18 to 17
  • Whirlwind: Increased from 10 to 12



Bonesinger
  • Warp now starts on cooldown when the unit is first spawned in
  • Warp range decreased from 100 to 70

Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.



Dire Avenger
  • Range reduced from 40 to 30

Doctrines
  • Avenger Shield: Shields reduced from 20% to 10%

Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat.



Howling Banshee
  • Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power
  • Quick Strike damage reduced from 65 to 30

Doctrines
  • Hunt: When in stealth, Quick Strike will reveal you in the casting phase
  • Hunt: Speed bonus no longer stacks with Fleet of Foot
  • Hunt: Damage bonus reduced from 100% to 25%
  • Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage

We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit.



Ranger
  • Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power
  • Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power

Bug Fixes
  • Fixed a bug where additional firing would not reset their stealth revert timer

We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them.



Fire Prism
  • Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power
  • Ranged damage increased from 275 to 320
  • Superheated damage type changed from Normal to True
  • Superheated damage increased from 100 to 150
  • Superheated activation time reduced from 3 seconds to 2 seconds
  • Removed knockback from Superheated

Bug Fixes
  • Fixed an issue where units could not teleport out of a Fire Prism attack

Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades.



Striking Scorpions
  • Health reduced from 1620 to 1350
  • Shields reduced from 1080 to 900
  • Hunt damage bonus reduced from 100% to 25%
  • Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100%
  • Hunt tooltip now displays speed and damage bonuses
  • Critical Strike (passive) damage type changed from True to Normal



Farseer Macha
  • Psyker Blast damage decreased from 150 to 125
  • Psyker Blast damage mitigation increased from 50% to 75%

Bug Fixes
  • Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing



Jain Zar
  • Silent Death initial damage reduced from 100 to 75
  • Silent Death return damage increased from 250 to 275
  • Changed the visual effects when Silent Death is on its return path
  • Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning



Warp Spiders
  • Slow mines activation time decreased from 7 seconds to 3 seconds



Wraithlord
  • Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase

Doctrines
  • Wraith Recall: Range reduced from global to 100
  • Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount

Bug Fixes
  • Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles



Additional Changes
  • Edlritch Storm: True damage per tick reduced from 5 to 2.5
  • Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form
  • Webway Gates health decreased from 700 to 600
  • Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected
  • Improved Webways: No longer allows Webway Gates to relocate in Tier 1
  • Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat
  • Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds

Population
  • Dire Avengers: Increased from 6 to 8
  • Howling Banshees: Increased from 10 to 11
  • Dark Reapers: Increased from 8 to 11
  • Rangers: Increased from 8 to 9
  • Shadow Spectres: Increased from 9 to 12
  • Wraithblades: Increased from 12 to 16
  • Vyper: Increased from 5 to 9
  • Falcon: Increased from 12 to 17
  • Fire Prism: Increased from 15 to 19



ORKS

Gretchin
Doctrines
  • Find the Goods: Places a single mine on top of the Scrap pile that you teleport to
  • Find the Goods: Now stealths for 15 seconds, or until detected



Boy
Doctrines
  • Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50%



Shoota Boy
  • Health increased from 840 to 1000



Tankbusta
Doctrines
  • Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it can't find a target



Trukk
Doctrines
  • Suicide Bomma: Damage reduced from 350 to 200
  • Suicide Bomma: Damage versus objectives reduced from 350 to 100
  • Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5



Deffkopta
  • Increased health from 450 to 550



Killa Kan
Doctrines
  • Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases
  • Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration



Deff Dread
Doctrines
  • Bigga Scrap Shield: Shields increased from 300 to 500
  • Bigga Scrap Shield: Duration increased from 5 to 10 seconds



Big Trakk
  • Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power
  • Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power
  • Kill 'Em Far now applies a slow to vehicles, instead of a stun



Stormboyz
  • Suicide Bomma's damage versus objectives reduced from 350 to 175
  • Max number of units hit per squad decreased from unlimited to 5
  • When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50%
  • When upgraded with scrap, Suicide Bomma won't explode unexpectedly over certain types of terrain

Doctrines
  • Kamakazee: Changed hotkey from Q to X



Weirdboy Zappnoggin
  • Damage type changed from Normal to True
  • Area of effect damage removed from ranged attack
  • Scrap Blast shields increased from 200 to 225
  • Max number of units hit per squad by Scrap Blast decreased from unlimited to 5
  • Ere We Go no longer does damage
  • Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds



Mad Dread
  • Health increased from 4250 to 4750
  • Tunnel cooldown decreased from 45 seconds to 30 seconds



Gorkanaut
  • Ranged damage increased from 15 to 20
  • All Da Dakka damage increased from 80 to 100

Bug Fixes
  • Fixed an issue where All Da Dakka did no damage to Shield Generators
  • Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability
  • Fixed a bug where the Gorkanaut's Loot would not always work



Additional Changes
  • Fixed an issue where Roks could become unresponsive if picked up and dropped

Population
  • Boyz: Decreased from 8 to 7
  • Shoota Boyz: Increased from 8 to 9
  • Nobz: Decreased from 25 to 16
  • Deffgun Lootas: Increased from 8 to 9
  • Tankbustas: Increased from 6 to 10
  • Trukks: Increased from 8 to 9
  • Deffkoptas: Increased from 5 to 7
  • Killa Kans: Increased from 10 to 11
  • Deff Dreads: Increased from 12 to 15
  • Big Trakks: Increased from 18 to 19



Achievements
  • Fixed assorted issues with achievements not being awarded when completing the campaign

Audio
  • Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens
  • Fixed incorrect sound effects on Sky Portal death
  • Fixed missing sound effects on Ork Shoota Boyz
  • Fixed an issue with the level up sound effects playing on repeat
  • Fixed an issue where setting Voice volume to zero was not silencing unit barks

Campaign
  • Fixed an issue where mission progress wasn't properly carried over between PCs
  • Fixed an issue where Assault Marines could bypass a gate in Mission 1
  • Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2
  • Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4
  • Fixed missing animation on a bridge in Mission 4
  • Fixed missing dialogue at the end of Mission 4
  • Fixed a rare bug that would block progression when defending your base in Mission 5
  • Fixed issues with deck gun effects and sound effects when loading a save in Mission 7
    Tuned Diomedes' health in Mission 8
  • Fixed an issue where units joining the player could become hostile in Mission 11
  • Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12
  • Fixed an issue with debrief imagery in Mission 12
  • Fixed an issue with stacking Webway Gates in Mission 13
  • Fixed a rare crash when destroying the first Webway Gate in Mission 14
  • Fixed an issue with missing health bars on some units in Mission 16
  • Fixed an issue with missing objective indicators in Mission 16
  • Fixed an issue where Elites would not gain experience at the end of Mission 16
  • Fixed issues with damage from Mission 17's boss's swipe attacks
  • Fixed issues with boss behaviour in Mission 17

Save & Load
  • Fixed an issue where incorrect Elites could appear in some save games
  • Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active

Multiplayer
  • Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war
  • Fixed an issue where paused AI games were not actually paused

Units & Abilities
  • Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma
  • Fixed an animation glitch on the Striking Scorpions
  • Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them
  • Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods
  • Fixed an overly large hit box on the Doctrine Chapel

User Interface
  • Fixed stacking debuff icons caused by Gorgutz' melee attacks
  • Fixed inconsistencies with audio and video options and forced restarts
    Adjusted several incorrect ability and upgrade icons
  • Fixed an issue where some tooltips would be missing text for non-deployed Elites
  • Fixed incorrect behaviour on several gameplay UI options
  • Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep

Art
  • Fixed additional instances of effects seen through the fog of war
  • Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused
  • Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher
  • Fixed missing effects on the Temporal Mine ability
  • Fixed missing effects when the Venereable Dreadnought is destroyed
  • Fixed timing issues on destruction effects for resource add-ons
  • Fixed an issue where the effects and sound effects for Pin did not end
  • Fixed an issue with persistent teleport effects when the target building is destroyed

Offline Play
  • Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions

Performance
  • Improved performance on 4K monitors in various option and info screens
  • Improved performance when using the Roks ability



{LINK REMOVED}{LINK REMOVED}
Warhammer 40,000: Dawn of War III - r_Kat
Hey guys!

We’re back to offer a closer look at the next game patch scheduled to go live in just a few short weeks. Start looking forward to the introduction of Leaderboards and our first set of balance changes!

We’re already busy testing and tuning to get everything ship shape so we can roll it out on May 24th. In the meantime, here’s a little more information on each!

Leaderboards

What good is battlefield domination if you can’t rub it in the faces of your friends and foes? While not every player is in the game to make a name for themselves, we know lots of you can’t wait to show off your standing in the upcoming addition of Leaderboards.



Since we launched, we’ve had background systems tracking your wins and losses to help you match up with players of a similar skill level. Our new Leaderboards and Player Profiles are going to surface that information to give you an idea of where you stand in the community-wide race for domination.

You’ll be able to see your standing in 1v1, 2v2, or 3v3, or compare how your ratios hold up across the three factions. Plus, check out the most popular Elites used by the top players!

Balance Update

One of our goals for multiplayer is for victory to mean you’ve consistently outplayed your opponent from start to finish, instead of just crippling them in the first five minutes. A few early game defeats shouldn’t lose you the match.

With this in mind, we’ve focused on feedback where counterplay, unit effectiveness, or escalation mechanics could put you at a disadvantage against players of a roughly similar skill level.

We’ve reviewed every unit and even how some of the bigger pieces fit into the puzzle, like super abilities and escalation phases. We’re validating the changes in in testing now, but so far, so good. We’re confident the update will make each match feel more active, more competitive, and more fun.

That said, there are still going to be some squishier units, Elites whose effectiveness drops off, or abilities that feel OP (gasp!). In these cases, they’re serving their intended purpose under the right command, or are vulnerable to counter strategies that we’re excited for you to discover.

That’s a taste of what’s next for Dawn of War III, but we’re not stopping there. We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
Warhammer 40,000: Dawn of War III - Kat_RE
Hey guys!

We’re back to offer a closer look at the next game patch scheduled to go live in just a few short weeks. Start looking forward to the introduction of Leaderboards and our first set of balance changes!

We’re already busy testing and tuning to get everything ship shape so we can roll it out on May 24th. In the meantime, here’s a little more information on each!

Leaderboards

What good is battlefield domination if you can’t rub it in the faces of your friends and foes? While not every player is in the game to make a name for themselves, we know lots of you can’t wait to show off your standing in the upcoming addition of Leaderboards.



Since we launched, we’ve had background systems tracking your wins and losses to help you match up with players of a similar skill level. Our new Leaderboards and Player Profiles are going to surface that information to give you an idea of where you stand in the community-wide race for domination.

You’ll be able to see your standing in 1v1, 2v2, or 3v3, or compare how your ratios hold up across the three factions. Plus, check out the most popular Elites used by the top players!

Balance Update

One of our goals for multiplayer is for victory to mean you’ve consistently outplayed your opponent from start to finish, instead of just crippling them in the first five minutes. A few early game defeats shouldn’t lose you the match.

With this in mind, we’ve focused on feedback where counterplay, unit effectiveness, or escalation mechanics could put you at a disadvantage against players of a roughly similar skill level.

We’ve reviewed every unit and even how some of the bigger pieces fit into the puzzle, like super abilities and escalation phases. We’re validating the changes in in testing now, but so far, so good. We’re confident the update will make each match feel more active, more competitive, and more fun.

That said, there are still going to be some squishier units, Elites whose effectiveness drops off, or abilities that feel OP (gasp!). In these cases, they’re serving their intended purpose under the right command, or are vulnerable to counter strategies that we’re excited for you to discover.

That’s a taste of what’s next for Dawn of War III, but we’re not stopping there. We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
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