Warhammer 40,000: Dawn of War III - r_Kat

New
  • Modding tools added
  • Steam Workshop support added for new mod tools
Improved
  • Autosave added to campaign
  • Balance update (multiplayer only, balance changes do not apply to the campaign)


Gameplay
  • Vehicle health upgrades will now apply to player-made structures
    Buildable turrets for all factions have had their Power cost decreased from 60 to 50
  • Diomedes, Terminators, Mad Dread, and Wraithblades no longer gain Fury while attacking neutral objects
  • The slowing effect from Devastators, upgraded Lootas, Terminators, and Dark Reapers are now classed as a new status effect: suppression
  • Suppression does not stack with other sources of suppression, but the highest value of suppression will override the other sources

Economy
  • Power Generator initial Requisition cost increased from 80 to 100
  • Power Generator scaling Requisition cost increased from 16 to 50
  • Power rate per generator decreased from 25 to 20
  • Power reward from killing enemy Shield Generators decreased from 100
  • Power to 50 Power

Escalation Phases
  • Phase 2: Power generator bonus increased from 50% to 87.5%
  • Phase 3: Power generator bonus increased from 50% to 62.5%
  • Phase 4: Power generator bonus increased from 25% to 30%


Tactical Marine
  • Reduced damage of Flamer upgrade from 5 to 3.75
  • Reduced damage over time of Flamer upgrade from 20 to 8
  • Reduced cost of Flamer upgrade from 75 Requisition / 50 Power to 75 Requisition / 40 Power
  • Reduced cost of Plasma gun upgrade from 100 Requisition / 50 Power to 75 Requisition / 40 Power

Bug Fixes
  • Frag Grenade: Fixed a bug where Frag Grenades would fail to throw when Tactical Marines with plasma guns were overheating

Flamers teeter too much on the brink of too powerful or, worse, too risky for their cost. These changes bring their power down a notch, so that it's only that effective if you have another way to keep them stuck in the scorching flames.

The intention for flamers was that this ability can be used to make big plays, but not to the extent that simply running through the flame for one second can completely destroy a squad. This is due to the damage over time debuff significantly overperforming.



Scout Sniper
Doctrines
  • Hidden: This has been changed to an activated ability, and now grants stealth and increases movement speed by 1.5 for 20 seconds
  • Cover Fire: This has been changed to a toggled ability
  • Cover Fire: While active, shots apply a slow (that does not stack with other suppression effects) for 2 seconds

Though Scout Snipers themselves are in a good spot - their doctrine choices needed more differentiation. Hidden wasn't picked often and - although we recently buffed it - this didn't have the full impact that we were going for. This patch will convert it to an activatable ability that grants players more agency and allows it to be used defensively as well. Being compatible with Overwatch and the reworked Cover Fire, there's a lot of opportunity to make Scout Snipers quite a force.

Cover Fire is also being changed. It is now an activatable, timed ability that causes Scout Sniper shots to slow, but also reduces damage. It can be deactivated at any time if you want to switch back to full damage.



Scout
  • Cost increased from 200 Requisition to 250 Requisition
  • Damage increased from 1.15 to 1.44
  • Blind Grenade's stun duration reduced from 3 seconds to 2.5 seconds

When playing Space Marines, strategies against Orks tend to rely on spamming Scouts for hit-and-run attacks and lengthy disables. This strategy can be very frustrating to play against and since this patch addresses the early game effectiveness of Orks - it's time to increase the cost of Scouts. For the Requisition you pay, you'll have that many fewer strikes and stun grenades to lock down your opponents. To compensate, we'll be increasing their ranged damage.



Heavy Bolter Devastator
  • New upgrade option added to the Armory: Improved Suppression (60 Req, 60 Power)
  • When researched, Heavy Bolter Devastator’s slow on-hit is increased to -2 speed

The slowing property of Heavy Bolters is meant to be used to punish brute force tactics or snare fleeing targets, but because the slow is currently weak and there are many sources of speed to offset it, players are not really able to take advantage of it in a meaningful way. To this end, we are adding a new upgrade that can be researched to increase their slowing property.



Lascannon Devastator
  • Beam inteneity 3 damage reduced from 6.5 to 5.42
  • Beam intensity charges at half speed when firing at infantry units
  • Time to charge to full beam intensity increased from 8 seconds to 9 seconds

Lascannon Devastators were a little too good, but they felt they were in a much better place after the last update. After more observation, it's clear that they are over performing against vehicles and infantry. These changes will give them a clearer focus.



Land Speeder
Doctrines
  • Lone Wolf: No longer deactivates when close to allies; it will only deactivate when too close to your own troops
  • Lone Wolf: Area of effect decreased by half

This doctrine was effective, but its conditions made it too hard to use - especially in team games where you don't have any control over where your ally goes. This change should make it much easier to use.



Whirlwind
Doctrines
  • Inferno Missiles: Initial damage reduced from 45 to 36
  • Inferno Missiles: Damage over time reduced from 19.2 damage per second to 12 damage per second (per missile)
  • Inferno Missiles: Missile scatter increased from 0 to 15

Whirlwind Inferno Missiles are dealing a bit more damage than is warranted by their cost, but we also discovered a bug that was unintentionally condensing the damage to a tighter area. Their damage will be more consistent and their scatter properties now match that of a regular Whirlwind barrage.



Chaplain Diomedes
Bug Fixes
  • Fixed a bug where Diomedes could move while casting Liturgies of Battle
  • Fixed a bug where Diomedes' buffs would disappear after casting when he is disabled

It turns out that Liturgies of Battle wasn't behaving as we had intended. During its casting phase it could not be cancelled, but Diomedes could still move. While it is meant to be a timed ability, we discovered a bug that would occur when he was disabled after a successful cast - which caused the ability to cancel. Instead - Diomedes will now have to stay put while casting, but the buffs will persist after its cast regardless of status effects applied afterwards. Overall, these are buffs to Diomedes, and ones we believe will be helpful quality of life improvements.



Additional Changes
  • Drop pods no longer cause damage to multiplayer objectives (i.e. Shield Generators, Turrets, Power Cores)
  • Blessing of the Omnissiah: Healing per second increased from 6 to 30 and removed the +2 passive health regeneration while in combat
  • Improved Deathstorm: For the first 15 seconds after deployment, Deathstorm drop pods project an aura that grants 250 shields to nearby units. The shield will persist for a short duration even if the units leave the aura or the Deathstorm is destroyed. Multiple Deathstorms do not cause this effect to stack, but they will heal existing shields of the same type.



Howling Banshee
  • Quick Strike cost reduced from 75 Requisition / 50 Power to 75 Requisition / 40 Power
  • Quick Strike damage increased from 30 to 45

Doctrines
  • Banshee Rage: Instead of triggering after 6 kills, it now requires 900 damage to be dealt

Howling Banshees are a tad under powered, but rather than upping their base stats at the moment, we're giving them more choices. Additionally, players really liked the idea of Banshee Rage, but in practice it was hard to secure enough kills to really benefit from this choice. This doctrine now grants a shield based on damage done, so you don't need to focus on securing kills with your Banshees.



Dark Reaper
Doctrines
  • Teleport Beacon: Beacon no longer expires after a duration
  • Teleport Beacon: Reduced cast time on Beacon Deploy from 5 seconds to 3 seconds
  • Teleport Beacon: Gain 3 seconds of instant setup and teardown after using Recall; no longer have to teardown if squads are already setup and the beacon is cast within range
  • Reaper Focus: No longer increases line of sight while in heavy cover or stealth cover
  • Reaper Focus: If Dark Reapers are within range of a Webway Gate, their ranged attacks will slow enemy units by -1

Reaper Focus wasn't a popular choice, so we've reworked it to add a conditional slow. Teleport Beacon was also underwhelming because the optimal time window to use it was too limiting. Removing the maximum duration of the beacon should improve this - as well as adding instant setup and teardown - will give players the option of using it as more than just an escape tool.



Ranger
  • Cost decreased from 330 Requisition / 20 Power to 330 Requisition / 15 Power

Doctrines
  • Ranger Focus: Damage increased by 25%

Awhile back, we increased the Power cost to both unlock and build Rangers as a result of the effectiveness of Ranger spam in team games. Though they are still popular in 3v3 games, they're picked less often in 1v1s. Given our intent to slightly reduce Power income in the first escalation phase, we're going to revert them to their original Power cost.

The Ranger Focus doctrine did not have a big enough impact, so we're going to add something that increases its value - a damage boost. This should have some good interaction with their other doctrines (Stealth Warp and Vigor).



Wraithblade
  • Speed increased from 3 to 4
  • Increased rate of Fury generation for Vengeance by 50%

Doctrines
  • Swift Vengeance: Functionality of this doctrine has been overhauled; Swift Vengeance now causes Wraithblades to move as if they are within range of a Webway Gate when Vengeance is full, although this effect does not stack with Fleet of Foot

Despite recent changes that increased their health, weapon range, and mobility - this unit is still under performing. One of their biggest obstacles is getting into melee range and reliably chasing units, so we've opted to increase their base movement speed. This will also make them faster than most infantry units when they have Fleet of Foot.



Wraithguard
Doctrines
  • Enhanced Battle Focus: Energy drain reduced from 60 per shot to 50 per shot and no longer drains 2 energy per second while active

This doctrine is close to being balanced, but it needed to drain a little bit less energy when firing and not pause your energy regeneration while active - which made it look like unintended gameplay behaviour.



Vyper
  • Health increased from 375 to 450
  • Shields increased from 125 to 150
  • Missile launcher rotation rate increased from 58 to 174

Doctrines
  • Temporal Mine: Casting time is now instant
  • Temporal Mine: Activation time is now instant
  • Temporal Mine: Increased activation radius by 60%
  • Temporal Stun: Stun duration decreased from 3 seconds to 2 seconds
  • Temporal Stun: The stun now occurs when the bomb first explodes
  • Vyper Haste: When attacked, gain 50% movement speed for 5 seconds and reduce damage received by 50%
  • Vyper Haste: Can only trigger once every 20 seconds
  • Vyper Haste: No longer grants a burst of speed when shields are destroyed

Bug Fixes
  • Fixed a bug where Temporal Mines couldn't be targeted in the fog of war

Vypers are hard to amass and can be easily countered, so we're increasing their health and shields by 20% so they perform better in smaller numbers. We noticed that the Vyper's missile launcher rotation was a bit slow, which wasn't playing well with its quick turn speed.

The Temporal Mine doctrine will now function exactly the same if there is an enemy nearby, but planting the mine itself will not only be faster but the mine will also activate quicker. We've also tweaked the timing on the Temporal Stun doctrine to make the stun activate as soon as the slow field triggers. These changes make the Vyper feel a lot more responsive - given how fragile they can be if you're not careful. Finally, the Vyper Haste doctrine gives them more defensive utility, which is something that it had previously lacked.



Falcon
Doctrines
  • Falcon Haste: Changed to an activated ability that increases movement speed by 3 for 10 seconds

The out of combat speed bonus wasn't impactful enough, so we've added an activated speed boost that will give Falcons more utility in combat.



Ranger Ronahn
  • Fire rate reduced from 9 seconds to 7 seconds
  • Time to generate a charge outside of stealth cover lowered from 85 seconds to 60 seconds
  • Time to generate a charge inside of stealth cover lowered from 57 seconds to 40 seconds

Bug Fixes
  • Fixed a bug where Ronahn had to setup his rifle again after Snapfire had expired

In our experience newer players find Ronahn very hard to deal with, but he is quite easy to counter after you've faced him a few times. In order to be more competitive, we feel that he needs to have a more active playstyle, so we want to increase his rate of fire and the rate at which he gains charges of Long Shot.



Wraithlord
  • Damage increased from 250 to 350
  • Glaive Charge damage increased from 200 to 500
  • Glaive Charge damage type changed from True to Armour Piercing
  • Glaive Charge speed increased from 8 to 10
  • Ethereal Wall duration increased from 8 seconds to 12 seconds

We're increasing the Wraithlord's damage versus single targets to make him more of a threat and increasing Ethereal Wall's duration to improve his resilience.



Additional Changes
  • Shield generation upgrade Power cost reduced from 75 to 60
  • Reinforcement now returns 1/X% of the squad's shields, where X is the number of models left in the squad
  • Vehicle shield upgrades increased in effectiveness from 25% to 50%
  • Deployable Energy Shields: No longer requires Tier 2
  • Deployable Energy Shields: Power cost reduced from 50 to 30
  • Deployable Energy Shields: Health decreased from 1500 to 1000
  • Deployable Energy Shields: Construction time increased from 20 seconds to 30 seconds



Boy
Doctrines
  • Thump from Da Sky: Boyz now pick a nearby target position and channel, gaining a charge every 1.25 seconds up to a maximum of 3 seconds. At the end of the ability, if the unit is not killed or disrupted, it will deal 20 damage in a 6m radius and knock back enemies.
  • Thump from Da Sky: Channel time reduced from 4.25 seconds to 3.875 ]seconds
  • Thump from Da Sky: Reduced knockback distance by 63%
  • Thump from Da Sky: Removed global cooldown
  • Thump from Da Sky: Can now be interrupted during channeling

Thump from Da Sky has a weird history. It actually used to produce scrap and kill the Orks, which resulted in super fast teching. This was part of the reason it had a global cooldown. We've removed the global cooldown and reworked its damage, such that it functions much more like the Waaagh! shout in that it's great at faking out your opponents.



Loota
Doctrines
  • Magnetz: Decreased the cooldown from 60 seconds to 40 seconds
  • Magnetz: For 10 seconds, Lootas are under the effect of Magnetik Boost - which allows them to instantly setup and teardown

Bug Fixes
  • Fixed a bug where Lootas would often try to run back to their original position after using Magnetik Boost

Trying to use Magnetz at less than max range often yielded little benefit due to having to setup your weapon again. As a result, we've implemented a change that should make this doctrine more useful for both offense and defense.



Tankbusta
  • Squigs can now be auto-targeted by enemy units
  • Squigs have lower attack priority than other units

The squig bomb demanded too much micro to counter relative to its ease of use. It will now be auto-targetable, but given a lower attack priority so that it's easier to screen for them.



Deffkopta
  • Health increased from 550 to 650
  • Damage increased from 9.25 to 11.1

Doctrines
  • Warning Grot: Now deals 300 Armour Piercing damage

Deffkoptas in great numbers, or when built from scrap, can be quite effective for the investment - however, they aren't great when standing on their own. Given that skimmer units already have a powerful counter, we feel they'll still be kept in check despite these changes.



Killa Kan
  • Decreased the max number of rokkit charges after looting from 6 to 5

Doctrines
  • Long Range Rokkits: Now requires a minimum of 3 rokkits to trigger
  • Long Range Rokkits: Triggering the ability costs 3 rokkits
  • Long Range Rokkits: Recharge time lowered from 30 seconds to 25 seconds
  • Long Range Rokkits: Provides vision as they're traveling

Bug Fixes
  • Fixed a bug where Long Range Rokkits would sometimes deal damage to allies

Killa Kans are built more often than any other Ork vehicle, especially in higher skill brackets. The problem largely lies with the combination of Long Range Rokkits and upgraded Killa Kans.

We're making a change that retains the functionality of Long Range Rokkits, but requires the player to sacrifice their burst potential for the super long range poke that it provides. If players want to decrease their downtime, they'll have to sacrifice a doctrine slot to use the Rokkit refill doctrine and aggressive Pile o' Gunz placement. Additionally, we are slightly reducing the maximum burst damage of upgraded Killa Kans.



Big Trakk
Doctrines
  • Smoke Shells: Grants 35% damage reduction to allied units in the Smoke Shells

Players aren't finding enough value in the stealth cover that this doctrine grants. It's a lot more useful now that it also reduces incoming damage.



Deff Dread
Doctrines
  • Bigga Scrap Shield: Increased cooldown from 45 seconds to 60 seconds
  • Bigga Scrap Shield: Now heals up to 1000 health over 10 seconds

Bug Fixes
  • Fixed a bug where Bigga Scrap Shield did not always block ranged damage

This ability didn't appear to be working correctly and it has now been fixed. To give it more impact, we're going to add a heal over time component.



Weirdboy Zappnoggin
  • Scrap Blast cooldown increased from 20 seconds to 30 seconds

Even after a hefty round of nerfs, the Weirdboy is still a dominant pick. We agree that his Scrap Blast, given how good it can be, should be on a longer cooldown.



Kommando
  • Health increased from 2500 to 2800
  • Sneaky speed bonus icnreased from 2 to 3

Bug Fixes
  • Fixed a bug where his shotgun would not knock enemies back if he had attacked from stealth, then used Sneaky to re-stealth
  • Fixed a bug where Stun Trap would not stun units that jump into its radius

We recognize that Da Kommando struggles when he has been caught behind enemy lines, so we're going to increase his health and slightly buff his speed boost.



Mad Dread
  • Loot (Passive) healing increased from 300 to 475
  • Rampage (Passive) healing increased from 1375 to 1575
  • Rampage (Passive) shields increased from 1250 to 1750
  • New ability added
  • Enables the Mad Dread to charge forward in a line, dealing damage and knocking back enemies
  • Colliding with a vehicle or super unit immobilizes and damages them for a 10-second period

For a 7-point Elite, the Mad Dread provides good utility with Tunnel, but doesn't have enough presence when he arrives. We're giving him a new ability that should offer more mobility, crowd control, and damage against high value targets. As an added bonus, it can help him reach a full Fury bar if Rampage has triggered, restoring his health.



Additional Changes
  • Waaagh Towers Power cost increased from 75 Requisition / 75 Power to 125 Requisition / 85 Power
  • Waaagh! buff damage bonus reduced from 50% to 35%
  • Waaagh! buff speed bonus decreased from 3 to 2
  • Fixed an issue where the Waaagh! granted by Gorgutz' Spinnin' Klaw would stack with the original Waaagh!
  • Longa Waaagh! upgrade's Power cost increased from 25 to 75
  • Longa Waaagh! upgrade's Requisition cost increased from 0 to 75
  • Longa Waaagh! upgrade now increases the damage buff of Waaagh! to 50%
  • Longa Waaagh! upgrade's speed buff of Waaagh! increased to 3
  • Pile O' Gunz no longer requires 1 Waaagh Tower to construct
  • Scrap Sight: Renamed to Scrap Shielda
  • Scrap Shielda: Removed old properties and no longer triggers on enemies, allies, or squads
  • Scrap Shielda: Now grants 125 shields in a 15m radius around your own destroyed vehicles and structures



Multiplayer
  • Fixed instances where splashing water from super units could be seen through the fog of war on Mortis Vale
  • Multiplayer AI now builds less addons and Listening Posts and is less likely to build addons when owning a smaller army than their opponent
  • Space Marine Standards captured after the healing begins will no longer continue to heal

Campaign
  • Fixed an issue that occurred when loading a Mission 9 save file created on a previous game version, which would cause the Destroy Scrap objective to break

Units & Abilities
  • Fixed a bug where Assault Marines lost the ability to melee after being caught by Autarch Kyre's Skyleap and Eldritch Winds during a Jump
  • Fixed a bug where the Imperial Knight Paladin's Armour Piercing Shot would destroy Fire Prisms in a single hit
  • Fixed a bug where the Fire Prism wouldn't damage structures or units with attack-ground
  • Keep Trukk'n: Fixed a bug where this ability was working inconsistently, occasionally failing to taunt units

User Interface
  • When hovering over equipped doctrines, the description video now appears in the bottom-right corner of the screen
  • Fixed some instances where tooltips on some paints appeared as invalid
  • Fixed a bug where viewing doctrine videos caused an FPS drop each time this action was repeated, which would persist until restarting the game
  • Fixed the display of the Manufactorum minimap icon in the match history screen
  • Fixed a bug where switching between a custom skin and a mastery skin prevented the re-selection of the custom skin
  • Fixed a display issue that occurred when playing in French where some tutorial text was overlapping

Art
  • Fixed an issue with the Wraithlord's Glaive Charge where the artwork would not display properly
  • Fixed an issue where the Roks ability was pixelated in places
Warhammer 40,000: Dawn of War III - Kat_RE

New
  • Modding tools added
  • Steam Workshop support added for new mod tools
Improved
  • Autosave added to campaign
  • Balance update (multiplayer only, balance changes do not apply to the campaign)


Gameplay
  • Vehicle health upgrades will now apply to player-made structures
    Buildable turrets for all factions have had their Power cost decreased from 60 to 50
  • Diomedes, Terminators, Mad Dread, and Wraithblades no longer gain Fury while attacking neutral objects
  • The slowing effect from Devastators, upgraded Lootas, Terminators, and Dark Reapers are now classed as a new status effect: suppression
  • Suppression does not stack with other sources of suppression, but the highest value of suppression will override the other sources

Economy
  • Power Generator initial Requisition cost increased from 80 to 100
  • Power Generator scaling Requisition cost increased from 16 to 50
  • Power rate per generator decreased from 25 to 20
  • Power reward from killing enemy Shield Generators decreased from 100
  • Power to 50 Power

Escalation Phases
  • Phase 2: Power generator bonus increased from 50% to 87.5%
  • Phase 3: Power generator bonus increased from 50% to 62.5%
  • Phase 4: Power generator bonus increased from 25% to 30%


Tactical Marine
  • Reduced damage of Flamer upgrade from 5 to 3.75
  • Reduced damage over time of Flamer upgrade from 20 to 8
  • Reduced cost of Flamer upgrade from 75 Requisition / 50 Power to 75 Requisition / 40 Power
  • Reduced cost of Plasma gun upgrade from 100 Requisition / 50 Power to 75 Requisition / 40 Power

Bug Fixes
  • Frag Grenade: Fixed a bug where Frag Grenades would fail to throw when Tactical Marines with plasma guns were overheating

Flamers teeter too much on the brink of too powerful or, worse, too risky for their cost. These changes bring their power down a notch, so that it's only that effective if you have another way to keep them stuck in the scorching flames.

The intention for flamers was that this ability can be used to make big plays, but not to the extent that simply running through the flame for one second can completely destroy a squad. This is due to the damage over time debuff significantly overperforming.



Scout Sniper
Doctrines
  • Hidden: This has been changed to an activated ability, and now grants stealth and increases movement speed by 1.5 for 20 seconds
  • Cover Fire: This has been changed to a toggled ability
  • Cover Fire: While active, shots apply a slow (that does not stack with other suppression effects) for 2 seconds

Though Scout Snipers themselves are in a good spot - their doctrine choices needed more differentiation. Hidden wasn't picked often and - although we recently buffed it - this didn't have the full impact that we were going for. This patch will convert it to an activatable ability that grants players more agency and allows it to be used defensively as well. Being compatible with Overwatch and the reworked Cover Fire, there's a lot of opportunity to make Scout Snipers quite a force.

Cover Fire is also being changed. It is now an activatable, timed ability that causes Scout Sniper shots to slow, but also reduces damage. It can be deactivated at any time if you want to switch back to full damage.



Scout
  • Cost increased from 200 Requisition to 250 Requisition
  • Damage increased from 1.15 to 1.44
  • Blind Grenade's stun duration reduced from 3 seconds to 2.5 seconds

When playing Space Marines, strategies against Orks tend to rely on spamming Scouts for hit-and-run attacks and lengthy disables. This strategy can be very frustrating to play against and since this patch addresses the early game effectiveness of Orks - it's time to increase the cost of Scouts. For the Requisition you pay, you'll have that many fewer strikes and stun grenades to lock down your opponents. To compensate, we'll be increasing their ranged damage.



Heavy Bolter Devastator
  • New upgrade option added to the Armory: Improved Suppression (60 Req, 60 Power)
  • When researched, Heavy Bolter Devastator’s slow on-hit is increased to -2 speed

The slowing property of Heavy Bolters is meant to be used to punish brute force tactics or snare fleeing targets, but because the slow is currently weak and there are many sources of speed to offset it, players are not really able to take advantage of it in a meaningful way. To this end, we are adding a new upgrade that can be researched to increase their slowing property.



Lascannon Devastator
  • Beam inteneity 3 damage reduced from 6.5 to 5.42
  • Beam intensity charges at half speed when firing at infantry units
  • Time to charge to full beam intensity increased from 8 seconds to 9 seconds

Lascannon Devastators were a little too good, but they felt they were in a much better place after the last update. After more observation, it's clear that they are over performing against vehicles and infantry. These changes will give them a clearer focus.



Land Speeder
Doctrines
  • Lone Wolf: No longer deactivates when close to allies; it will only deactivate when too close to your own troops
  • Lone Wolf: Area of effect decreased by half

This doctrine was effective, but its conditions made it too hard to use - especially in team games where you don't have any control over where your ally goes. This change should make it much easier to use.



Whirlwind
Doctrines
  • Inferno Missiles: Initial damage reduced from 45 to 36
  • Inferno Missiles: Damage over time reduced from 19.2 damage per second to 12 damage per second (per missile)
  • Inferno Missiles: Missile scatter increased from 0 to 15

Whirlwind Inferno Missiles are dealing a bit more damage than is warranted by their cost, but we also discovered a bug that was unintentionally condensing the damage to a tighter area. Their damage will be more consistent and their scatter properties now match that of a regular Whirlwind barrage.



Chaplain Diomedes
Bug Fixes
  • Fixed a bug where Diomedes could move while casting Liturgies of Battle
  • Fixed a bug where Diomedes' buffs would disappear after casting when he is disabled

It turns out that Liturgies of Battle wasn't behaving as we had intended. During its casting phase it could not be cancelled, but Diomedes could still move. While it is meant to be a timed ability, we discovered a bug that would occur when he was disabled after a successful cast - which caused the ability to cancel. Instead - Diomedes will now have to stay put while casting, but the buffs will persist after its cast regardless of status effects applied afterwards. Overall, these are buffs to Diomedes, and ones we believe will be helpful quality of life improvements.



Additional Changes
  • Drop pods no longer cause damage to multiplayer objectives (i.e. Shield Generators, Turrets, Power Cores)
  • Blessing of the Omnissiah: Healing per second increased from 6 to 30 and removed the +2 passive health regeneration while in combat
  • Improved Deathstorm: For the first 15 seconds after deployment, Deathstorm drop pods project an aura that grants 250 shields to nearby units. The shield will persist for a short duration even if the units leave the aura or the Deathstorm is destroyed. Multiple Deathstorms do not cause this effect to stack, but they will heal existing shields of the same type.



Howling Banshee
  • Quick Strike cost reduced from 75 Requisition / 50 Power to 75 Requisition / 40 Power
  • Quick Strike damage increased from 30 to 45

Doctrines
  • Banshee Rage: Instead of triggering after 6 kills, it now requires 900 damage to be dealt

Howling Banshees are a tad under powered, but rather than upping their base stats at the moment, we're giving them more choices. Additionally, players really liked the idea of Banshee Rage, but in practice it was hard to secure enough kills to really benefit from this choice. This doctrine now grants a shield based on damage done, so you don't need to focus on securing kills with your Banshees.



Dark Reaper
Doctrines
  • Teleport Beacon: Beacon no longer expires after a duration
  • Teleport Beacon: Reduced cast time on Beacon Deploy from 5 seconds to 3 seconds
  • Teleport Beacon: Gain 3 seconds of instant setup and teardown after using Recall; no longer have to teardown if squads are already setup and the beacon is cast within range
  • Reaper Focus: No longer increases line of sight while in heavy cover or stealth cover
  • Reaper Focus: If Dark Reapers are within range of a Webway Gate, their ranged attacks will slow enemy units by -1

Reaper Focus wasn't a popular choice, so we've reworked it to add a conditional slow. Teleport Beacon was also underwhelming because the optimal time window to use it was too limiting. Removing the maximum duration of the beacon should improve this - as well as adding instant setup and teardown - will give players the option of using it as more than just an escape tool.



Ranger
  • Cost decreased from 330 Requisition / 20 Power to 330 Requisition / 15 Power

Doctrines
  • Ranger Focus: Damage increased by 25%

Awhile back, we increased the Power cost to both unlock and build Rangers as a result of the effectiveness of Ranger spam in team games. Though they are still popular in 3v3 games, they're picked less often in 1v1s. Given our intent to slightly reduce Power income in the first escalation phase, we're going to revert them to their original Power cost.

The Ranger Focus doctrine did not have a big enough impact, so we're going to add something that increases its value - a damage boost. This should have some good interaction with their other doctrines (Stealth Warp and Vigor).



Wraithblade
  • Speed increased from 3 to 4
  • Increased rate of Fury generation for Vengeance by 50%

Doctrines
  • Swift Vengeance: Functionality of this doctrine has been overhauled; Swift Vengeance now causes Wraithblades to move as if they are within range of a Webway Gate when Vengeance is full, although this effect does not stack with Fleet of Foot

Despite recent changes that increased their health, weapon range, and mobility - this unit is still under performing. One of their biggest obstacles is getting into melee range and reliably chasing units, so we've opted to increase their base movement speed. This will also make them faster than most infantry units when they have Fleet of Foot.



Wraithguard
Doctrines
  • Enhanced Battle Focus: Energy drain reduced from 60 per shot to 50 per shot and no longer drains 2 energy per second while active

This doctrine is close to being balanced, but it needed to drain a little bit less energy when firing and not pause your energy regeneration while active - which made it look like unintended gameplay behaviour.



Vyper
  • Health increased from 375 to 450
  • Shields increased from 125 to 150
  • Missile launcher rotation rate increased from 58 to 174

Doctrines
  • Temporal Mine: Casting time is now instant
  • Temporal Mine: Activation time is now instant
  • Temporal Mine: Increased activation radius by 60%
  • Temporal Stun: Stun duration decreased from 3 seconds to 2 seconds
  • Temporal Stun: The stun now occurs when the bomb first explodes
  • Vyper Haste: When attacked, gain 50% movement speed for 5 seconds and reduce damage received by 50%
  • Vyper Haste: Can only trigger once every 20 seconds
  • Vyper Haste: No longer grants a burst of speed when shields are destroyed

Bug Fixes
  • Fixed a bug where Temporal Mines couldn't be targeted in the fog of war

Vypers are hard to amass and can be easily countered, so we're increasing their health and shields by 20% so they perform better in smaller numbers. We noticed that the Vyper's missile launcher rotation was a bit slow, which wasn't playing well with its quick turn speed.

The Temporal Mine doctrine will now function exactly the same if there is an enemy nearby, but planting the mine itself will not only be faster but the mine will also activate quicker. We've also tweaked the timing on the Temporal Stun doctrine to make the stun activate as soon as the slow field triggers. These changes make the Vyper feel a lot more responsive - given how fragile they can be if you're not careful. Finally, the Vyper Haste doctrine gives them more defensive utility, which is something that it had previously lacked.



Falcon
Doctrines
  • Falcon Haste: Changed to an activated ability that increases movement speed by 3 for 10 seconds

The out of combat speed bonus wasn't impactful enough, so we've added an activated speed boost that will give Falcons more utility in combat.



Ranger Ronahn
  • Fire rate reduced from 9 seconds to 7 seconds
  • Time to generate a charge outside of stealth cover lowered from 85 seconds to 60 seconds
  • Time to generate a charge inside of stealth cover lowered from 57 seconds to 40 seconds

Bug Fixes
  • Fixed a bug where Ronahn had to setup his rifle again after Snapfire had expired

In our experience newer players find Ronahn very hard to deal with, but he is quite easy to counter after you've faced him a few times. In order to be more competitive, we feel that he needs to have a more active playstyle, so we want to increase his rate of fire and the rate at which he gains charges of Long Shot.



Wraithlord
  • Damage increased from 250 to 350
  • Glaive Charge damage increased from 200 to 500
  • Glaive Charge damage type changed from True to Armour Piercing
  • Glaive Charge speed increased from 8 to 10
  • Ethereal Wall duration increased from 8 seconds to 12 seconds

We're increasing the Wraithlord's damage versus single targets to make him more of a threat and increasing Ethereal Wall's duration to improve his resilience.



Additional Changes
  • Shield generation upgrade Power cost reduced from 75 to 60
  • Reinforcement now returns 1/X% of the squad's shields, where X is the number of models left in the squad
  • Vehicle shield upgrades increased in effectiveness from 25% to 50%
  • Deployable Energy Shields: No longer requires Tier 2
  • Deployable Energy Shields: Power cost reduced from 50 to 30
  • Deployable Energy Shields: Health decreased from 1500 to 1000
  • Deployable Energy Shields: Construction time increased from 20 seconds to 30 seconds



Boy
Doctrines
  • Thump from Da Sky: Boyz now pick a nearby target position and channel, gaining a charge every 1.25 seconds up to a maximum of 3 seconds. At the end of the ability, if the unit is not killed or disrupted, it will deal 20 damage in a 6m radius and knock back enemies.
  • Thump from Da Sky: Channel time reduced from 4.25 seconds to 3.875 ]seconds
  • Thump from Da Sky: Reduced knockback distance by 63%
  • Thump from Da Sky: Removed global cooldown
  • Thump from Da Sky: Can now be interrupted during channeling

Thump from Da Sky has a weird history. It actually used to produce scrap and kill the Orks, which resulted in super fast teching. This was part of the reason it had a global cooldown. We've removed the global cooldown and reworked its damage, such that it functions much more like the Waaagh! shout in that it's great at faking out your opponents.



Loota
Doctrines
  • Magnetz: Decreased the cooldown from 60 seconds to 40 seconds
  • Magnetz: For 10 seconds, Lootas are under the effect of Magnetik Boost - which allows them to instantly setup and teardown

Bug Fixes
  • Fixed a bug where Lootas would often try to run back to their original position after using Magnetik Boost

Trying to use Magnetz at less than max range often yielded little benefit due to having to setup your weapon again. As a result, we've implemented a change that should make this doctrine more useful for both offense and defense.



Tankbusta
  • Squigs can now be auto-targeted by enemy units
  • Squigs have lower attack priority than other units

The squig bomb demanded too much micro to counter relative to its ease of use. It will now be auto-targetable, but given a lower attack priority so that it's easier to screen for them.



Deffkopta
  • Health increased from 550 to 650
  • Damage increased from 9.25 to 11.1

Doctrines
  • Warning Grot: Now deals 300 Armour Piercing damage

Deffkoptas in great numbers, or when built from scrap, can be quite effective for the investment - however, they aren't great when standing on their own. Given that skimmer units already have a powerful counter, we feel they'll still be kept in check despite these changes.



Killa Kan
  • Decreased the max number of rokkit charges after looting from 6 to 5

Doctrines
  • Long Range Rokkits: Now requires a minimum of 3 rokkits to trigger
  • Long Range Rokkits: Triggering the ability costs 3 rokkits
  • Long Range Rokkits: Recharge time lowered from 30 seconds to 25 seconds
  • Long Range Rokkits: Provides vision as they're traveling

Bug Fixes
  • Fixed a bug where Long Range Rokkits would sometimes deal damage to allies

Killa Kans are built more often than any other Ork vehicle, especially in higher skill brackets. The problem largely lies with the combination of Long Range Rokkits and upgraded Killa Kans.

We're making a change that retains the functionality of Long Range Rokkits, but requires the player to sacrifice their burst potential for the super long range poke that it provides. If players want to decrease their downtime, they'll have to sacrifice a doctrine slot to use the Rokkit refill doctrine and aggressive Pile o' Gunz placement. Additionally, we are slightly reducing the maximum burst damage of upgraded Killa Kans.



Big Trakk
Doctrines
  • Smoke Shells: Grants 35% damage reduction to allied units in the Smoke Shells

Players aren't finding enough value in the stealth cover that this doctrine grants. It's a lot more useful now that it also reduces incoming damage.



Deff Dread
Doctrines
  • Bigga Scrap Shield: Increased cooldown from 45 seconds to 60 seconds
  • Bigga Scrap Shield: Now heals up to 1000 health over 10 seconds

Bug Fixes
  • Fixed a bug where Bigga Scrap Shield did not always block ranged damage

This ability didn't appear to be working correctly and it has now been fixed. To give it more impact, we're going to add a heal over time component.



Weirdboy Zappnoggin
  • Scrap Blast cooldown increased from 20 seconds to 30 seconds

Even after a hefty round of nerfs, the Weirdboy is still a dominant pick. We agree that his Scrap Blast, given how good it can be, should be on a longer cooldown.



Kommando
  • Health increased from 2500 to 2800
  • Sneaky speed bonus icnreased from 2 to 3

Bug Fixes
  • Fixed a bug where his shotgun would not knock enemies back if he had attacked from stealth, then used Sneaky to re-stealth
  • Fixed a bug where Stun Trap would not stun units that jump into its radius

We recognize that Da Kommando struggles when he has been caught behind enemy lines, so we're going to increase his health and slightly buff his speed boost.



Mad Dread
  • Loot (Passive) healing increased from 300 to 475
  • Rampage (Passive) healing increased from 1375 to 1575
  • Rampage (Passive) shields increased from 1250 to 1750
  • New ability added
  • Enables the Mad Dread to charge forward in a line, dealing damage and knocking back enemies
  • Colliding with a vehicle or super unit immobilizes and damages them for a 10-second period

For a 7-point Elite, the Mad Dread provides good utility with Tunnel, but doesn't have enough presence when he arrives. We're giving him a new ability that should offer more mobility, crowd control, and damage against high value targets. As an added bonus, it can help him reach a full Fury bar if Rampage has triggered, restoring his health.



Additional Changes
  • Waaagh Towers Power cost increased from 75 Requisition / 75 Power to 125 Requisition / 85 Power
  • Waaagh! buff damage bonus reduced from 50% to 35%
  • Waaagh! buff speed bonus decreased from 3 to 2
  • Fixed an issue where the Waaagh! granted by Gorgutz' Spinnin' Klaw would stack with the original Waaagh!
  • Longa Waaagh! upgrade's Power cost increased from 25 to 75
  • Longa Waaagh! upgrade's Requisition cost increased from 0 to 75
  • Longa Waaagh! upgrade now increases the damage buff of Waaagh! to 50%
  • Longa Waaagh! upgrade's speed buff of Waaagh! increased to 3
  • Pile O' Gunz no longer requires 1 Waaagh Tower to construct
  • Scrap Sight: Renamed to Scrap Shielda
  • Scrap Shielda: Removed old properties and no longer triggers on enemies, allies, or squads
  • Scrap Shielda: Now grants 125 shields in a 15m radius around your own destroyed vehicles and structures



Multiplayer
  • Fixed instances where splashing water from super units could be seen through the fog of war on Mortis Vale
  • Multiplayer AI now builds less addons and Listening Posts and is less likely to build addons when owning a smaller army than their opponent
  • Space Marine Standards captured after the healing begins will no longer continue to heal

Campaign
  • Fixed an issue that occurred when loading a Mission 9 save file created on a previous game version, which would cause the Destroy Scrap objective to break

Units & Abilities
  • Fixed a bug where Assault Marines lost the ability to melee after being caught by Autarch Kyre's Skyleap and Eldritch Winds during a Jump
  • Fixed a bug where the Imperial Knight Paladin's Armour Piercing Shot would destroy Fire Prisms in a single hit
  • Fixed a bug where the Fire Prism wouldn't damage structures or units with attack-ground
  • Keep Trukk'n: Fixed a bug where this ability was working inconsistently, occasionally failing to taunt units

User Interface
  • When hovering over equipped doctrines, the description video now appears in the bottom-right corner of the screen
  • Fixed some instances where tooltips on some paints appeared as invalid
  • Fixed a bug where viewing doctrine videos caused an FPS drop each time this action was repeated, which would persist until restarting the game
  • Fixed the display of the Manufactorum minimap icon in the match history screen
  • Fixed a bug where switching between a custom skin and a mastery skin prevented the re-selection of the custom skin
  • Fixed a display issue that occurred when playing in French where some tutorial text was overlapping

Art
  • Fixed an issue with the Wraithlord's Glaive Charge where the artwork would not display properly
  • Fixed an issue where the Roks ability was pixelated in places
Warhammer 40,000: Dawn of War III - r_Kat
Hello, everyone!



The next game update will go live on August 29th. Read on to find out what’s included!

CAMPAIGN AUTOSAVE
In the midst of ear-piercing Banshee howls, “For the Emperor”s, and the rumbling of approaching WAAAGHs - it can be tough to remember to pause the mayhem for a moment and think “hmm, I should probably save right now.” And, as a lot of you have requested, when you’re in the middle of an exciting skirmish - you shouldn’t need to!

In the August update, campaign progress will autosave before tough encounters. Though you can still save manually, this change will make it easy to pick up where you left off.

MODDING TOOLS
We’ll also be releasing improved modding tools - including the Attribute Editor and the Tuning Pack. These will enable resourceful modders to reimagine multiplayer balance, create new abilities or change existing ones, and build more detailed game modes to support them.

Alongside the release of these tools, the Steam Workshop will support these new mod types so that whole new Dawn of War experiences are just a click away. We’ll be updating the Dawn of War modding wiki to outline all of these changes in more detail on August 29th.

BALANCE UPDATE
With the help of community members on the official forums, more balance changes are coming in this update. You can read more about it here! Final patch notes will go live along with the game update.
Warhammer 40,000: Dawn of War III - Kat_RE
Hello, everyone!



The next game update will go live on August 29th. Read on to find out what’s included!

CAMPAIGN AUTOSAVE
In the midst of ear-piercing Banshee howls, “For the Emperor”s, and the rumbling of approaching WAAAGHs - it can be tough to remember to pause the mayhem for a moment and think “hmm, I should probably save right now.” And, as a lot of you have requested, when you’re in the middle of an exciting skirmish - you shouldn’t need to!

In the August update, campaign progress will autosave before tough encounters. Though you can still save manually, this change will make it easy to pick up where you left off.

MODDING TOOLS
We’ll also be releasing improved modding tools - including the Attribute Editor and the Tuning Pack. These will enable resourceful modders to reimagine multiplayer balance, create new abilities or change existing ones, and build more detailed game modes to support them.

Alongside the release of these tools, the Steam Workshop will support these new mod types so that whole new Dawn of War experiences are just a click away. We’ll be updating the Dawn of War modding wiki to outline all of these changes in more detail on August 29th.

BALANCE UPDATE
With the help of community members on the official forums, more balance changes are coming in this update. You can read more about it here! Final patch notes will go live along with the game update.
Warhammer 40,000: Kill Team

Sweet lord, I’ve played a lot of Warhammer for this feature. I’ve become the Bad Games Inquisitor, seeking out the average and the disappointing, passing judgement in the Emperor’s name. And I still feel there are some I’ve missed, concealed in the inky recesses of Steam, hidden like 6/10 heretics. Suffer not the mediocre tie-in to live. 

It’s actually been difficult for the wrong reasons. Despite Warhammer games being released at the same rate as bolter rounds, it’s surprisingly difficult to find real stinkers on Steam. Maybe the standard is getting higher; maybe the truly shatto ones have been delisted. The sad downside is only I agreed to do this because a) money and b) I thought I’d get to play loads of middling, 7/10 fantasy games that I somehow missed first time around. But no. They’re all  annoyingly good. People rightly love Blood Bowl 2, Mordheim, and Warhammer Quest. Even Man o’ War: Corsair—a game I reviewed and and sort-of loved despite it slowly capsizing as I played it—is popular on Steam. That means the list is mainly comprised of hopeless 40k spin-offs, which, when you think about it, works nicely with the Inquisitor narrative I’ve just invented. Ready my Excruciator, cherub. I’m going in.

Space Hulk: Deathwing

Steam Reception: RECENT—Mostly Positive (142 reviews) OVERALL—Mixed (4,091 reviews)

“I'm going to keep playing, but I wouldn't recommend buying this unless it's on a steep sale, even if you're a die-hard WH40K fan like me. Sad.”—Budamon

OH COME ON. How is this one bad? Everything about this feels like it should be bloody brilliant. The opening is like Robocop with tech-priests. Servo-skulls whizz around me; mechanical appendages fit my tactical dreadnought armour; I eat baby food and recount my Prime Directives (okay: that one’s a lie). It feature the coolest Space Marine chapter of them all—Dark Angels, baby!—on a cursed hulk, shooting up the most compelling baddies in the mythology. How can this many people on Steam be wrong?

After an hour of stomping around I think I get it. It all looks incredible—one of the best representations of the bleak, pseudo-Christian environments in 40k, with twisting corridors and threatening shadows—but something is off. The Codex entry for Genestealers describes them as cunning, but in my experience they just funnel down corridors into Storm Bolter fire. It’s certainly not terrible, though. It’s been patched loads since an apparently disastrous release, and might be worth another if you fancy exploring some dark, twisty hulks as a Terminator. It’s the most ‘premium’ game I played, and the tone is spot on.

Battlefleet Gothic: Armada

Steam Reception: OVERALL—Mixed (2,974 reviews)

“I honestly thought this would be a real treat to play, but it's just… it's just terrible.”—[PHC-MC]Septic

Two games down, and initially made me feel like Steam reviews are the deceptive work of the ruinous powers. I had to stop and check Battlefleet Gothic: Armada, just to make sure I hadn’t accidentally downloaded the wrong game. But no. Sure enough, people think Battlefleet Gothic: Armada is a bit bum.

It’s surprising. It looks shit-the-bed incredible—with the wonderfully detailed space cathedrals of 40k floating in crisp, bright nebulae. The Iconography is beautiful, too—as a guy who only played 40k and Space Hulk tabletop games, the naval stuff felt vague, briefly glimpsed in Codexes or alluded to in the stories about the Emperor. Seeing it realised in such detail is pretty cool. But I do get why people don’t like it. It’s very micro manage-y, rather stressful, and the multiplayer is wildly unbalanced. This is one of the games I’ll keep trying, though, if only to sit in my cosmic cathedral looking troubled, staring out into the stars. A fantastic representation of a universe, then, but a slightly wearying game

Warhammer 40,000: Eternal Crusade

Steam reception: RECENT—Mixed (307 reviews) OVERALL—Mixed (8,888 reviews)

“TL;DR: The game looked promising. Bought into it with $20 premium. Game slowly died over the next few months from there on. No fun to be had.”—Frau the Fatass Pony Queen

This feels like a weird one. I’m surprised I hadn’t heard more fanfare about it, since the concept seems so cool—a persistent online game set in the Warhammer 40k universe, that lets you switch between classes made famous by the tabletop game.  The simple analogy is, “hey, this is Destiny with Dark Reapers!”, and that’s definitely a thing I want. 

It’s not that, obviously. It feels pretty fun at first, but I can barely scratch the surface.  I love seeing characters previously only glimpsed as miniatures, but it does feel a bit sparse. There are a few people running about, but we all feel like lost souls. Actually teaming up for a mission would be tricky. It’s not that this one’s bad, then—just empty and a bit glum. I also feel like going any deeper might be like joining a cult, and I’ll lose months of my life trying to find the correct plumage for my Howling Banshee. Step away.

Warhammer 40,000: Kill Team

Steam reception: OVERALL—Mixed (533 reviews)

“I love my Warhammer 40k games. But this? No.”—Moist Noodles

Now this is what I came here for. This isn’t a mainstream title that disappointed hardcore fans, or an under budget experiment always doomed to fail. This is an honest, doughy, fun-for-a-few hours twin stick shooter. If it was a Space Marine chapter it would be the Imperial Fists. Nothing ambitious. Mostly reliable. The Ronseal Marines.

I like getting to chose different types of marines to purge Orks, and I quite enjoy the ramshackle presentation of it all. Everything I shoot seems to explode. Orks make wonderful bullet sponges. On the downside my Space Marine Librarian does have a tendency to prance into battle, which makes him look less threatening. Also, for some reason, the slow-motion kill cam makes him jump in the air like he’s splendidly excited because it’s Christmas morning and Chapter Master got him a new scroll for his power axe. It’s frantic, enjoyable nonsense—it’d probably be great fun with a friend.

Eisenhorn: XENOS

Steam reception: OVERALL—Mixed (145 reviews)

“It pained me so much to play this through... its so bad, combat system to the clunky movement, its horrific, graphically bad too.. what a mess they have made with this.”—Jaxx

I expected more of the games on this list to be like this. It’s utterly bizarre. There’s barely an explanation of what you’re doing or why. I’m certain the books this is based on are perfectly lovely, but I don’t know who I am, who I just murdered, or how to duck. 

Eisenhorn is probably the only really shonky thing I’ve played. It controls a bit like Man o’ War: Corsair, but I like it less because I can’t fight massive sharks. It also shows it’s easier to be forgiving of simpler, turn based games, while a full 3D adventure feel wobbly by comparison. The presentation is strange, too—it’s like playing a migraine. The story is apparently great, but I’d rather read the books.

Talisman: The Horus Heresy

Steam reception: OVERALL—Mixed (136 reviews)

“Honestly I am going to be frank with this review, I love Warhammer 40,000. I really do, but Horus Heresy Talisman is utter garbage.”—Shenanigans

This one feels like the opposite of Kill Team: if nothing else, reviewing all these has shown me that Warhammer tie-ins really do cater for every type of gamer. This is a 40k spin-off of the fantasy board game, originally released by Games Workshop but now licensed by Fantasy Flight.

I love the setting—the Horus Heresy is a fabulous piece of fiction, like a Greek tragedy with Lightning Claws—but truthfully, this one feels a bit impenetrable. Much of that is do with a slightly muddled UI and a rushed tutorial, but I still can tell there’s something deep and interesting in here. Also, just like playing 40k, Chaos seem to get all the good shit. They keep rolling 6s while I keep rolling 1s. Enjoy your dark bargain, dickheads. At least I get to keep my soul. 

Warhammer 40,000: Armageddon—Da Orks

Steam reception: OVERALL—Mixed (20 reviews)

“Absoluterly awful game, no wonder its cheap. Played warhammer games for years this is horrible, so slow and annoying.”—S_williamson

I want to sit this game down with a mug of cocoa and tell it not to listen to those nasty Steam reviews. It’s like sticking your child’s artwork on your fridge door even though they’ve drawn you with seven fingers and cutlery where your legs should be. It’s empty and brown and a bit sad, but it’s trying so hard  I rather like it.

It’s basic, tolerable, turn based strategy. The lack of animation and fuzzy sound make it feel like a minigame in a bigger production, but it’s functional. There’s something a bit lost and empty about it, though. It feels forgotten and forlorn, like a dropped child’s toy.  There’s probably a foreign word that describes exactly the sensation; one without an English translation. I’ve made myself sad thinking about it. Can I play a different game now?

Dawn of War 3

Steam reception: RECENT: Mostly Negative (420 reviews) OVERALL: Mixed (4,857 reviews)

“The hate for this heresy is not undue.”—Hofmar

Most of the games on this list feel like tie-ins that snuck onto steam while Games Workshop wasn’t watching. Dawn of War III, quite obviously, is different. It’s hated for another set of reasons. Instead of being buggy, broken, or sadly forgettable, this is something far worse: unpopular. 

I quite liked Dawn of War III, but I accept that it’s not the sequel people who loved the first two games wanted. It’s a tough bar to reach - Dawn of War: Dark Crusade is still the highest-rated Warhammer game on Steam—but it feels really sad to see such a handsomely crafted game on the same list as Kill Team and Eisenhorn: XENOS. I’m having a Jake LaMotta at the end of Raging Bull moment. Let’s move on.

Warhammer Arcane Magic

Steam reception: OVERALL—Mixed (37 reviews)

“It's great, except for the fact that you can't play past the first few levels because of bugs.”—Endlessxaura

FINALLY. I finally managed to find a fantasy tie-in game that people hate. I’m pretty excited playing this one, because I’m secretly more into trolls and swords than drop pods and tanks. But also: I hate magic users in Warhammer, because I’m a dwarf-loving wizard bigot, so this one is less tempting than it should be. But also also: Chaos: Battle of the Wizards was my favourite game growing up, and I love Chaos Reborn, so we might be alright

I don’t hate this. The presentation is crazy - like an arcane tome written in comic sans—but it’s cheerfully done. Like almost every game I’ve played for this feature, there’s a Bovril-rich voiceover by someone who sounds like they’ve been fired from the Royal Shakespeare Company for fist fighting their understudy. It’s wonderfully silly. The Cygors look like they’re lost. There’s wizard banter. It doesn’t seem like there’s much substance here—there are only a few scenarios, and you have to pay for the Lustria expansion—but after 10 hours of Grim Darkness, a bit of bright fantasy is very welcome. 

Warhammer 40,000: Dawn of War III - r_Kat


Warhammer 40,000: Dawn of War III is 25% off for a limited time during the Skulls for the Skull Throne promotion! We wanted to celebrate this festival of all things Warhammer gaming by releasing a brand new Elite unit skin, the Chaplain Venerable Dreadnought skin, free for all users!



The skin will be unlocked automatically when you log in to Dawn of War III, and free for you to use to deck out your Venerable Dreadnought Elite unit!
Warhammer 40,000: Dawn of War III - Kat_RE


Warhammer 40,000: Dawn of War III is 25% off for a limited time during the Skulls for the Skull Throne promotion! We wanted to celebrate this festival of all things Warhammer gaming by releasing a brand new Elite unit skin, the Chaplain Venerable Dreadnought skin, free for all users!



The skin will be unlocked automatically when you log in to Dawn of War III, and free for you to use to deck out your Venerable Dreadnought Elite unit!
Warhammer 40,000: Dawn of War III - r_Kat
Hey, everyone!

In addition to a new map, we’ve been hard at work on a ton of new skins to provide better customization options for the Elites you bring onto the battlefield. Some of these we announced last week, but there are a couple new skins as well! Four additional Custom skins have been added, as well as the new Chaplain Venerable Dreadnought skin.



New
  • New map: Manufactorum (2v2) and (3v3)
  • New Custom skins: Gabriel Angelos, Jonah Orion, Chaplain Diomedes,
  • Imperial Knight Solaria, Macha, Jain Zar, Ranger Ronahn, Wraithknight Taldeer, Warp Spiders, Striking Scorpions, Warboss Gorgutz, and Beauty da Morkanaut
  • New skin: Chaplain Venerable Dreadnought

Improved
  • Added campaign completion rewards: Kustom Stormboyz skin and player portrait (Mission 1), Helmeted Jonah Orion skin and player portrait (Mission 4), Codex Macha skin and player portrait (Mission 8), Tartaros Gabriel Angelos skin and player portrait (Mission 17)
  • Updated the visuals of the Imperial Knight Paladin mastery skin



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

Campaign
  • Various health packs were added in Mission 2 to decrease difficulty
  • Amount of scrap generated in Mission 2 increased
  • Encounters tuned in Mission 2 for Normal and Hard difficulties
  • The maximum population cap in Mission 2 has been decreased from 270 to 160
  • Final encounter in Mission 2 tweaked to reduce enemy spawn timers, increase the amount of melee units faced, and lessened the time it takes to progress in this encounter
  • Resource rates and starting resources increased in Mission 3 based on difficulty
  • Removed some Tankbustas on Easy and Normal difficulty for Mission 3
  • In Mission 3, only 4 of the 5 towers need to be destroyed in order to complete an objective



Campaign
  • Fixed a bug in Mission 6 where you could no longer progress if the communication array was recaptured by enemy units
  • Fixed a bug in Mission 12 where using the Tireless doctrine caused Tactical Marines acquired through mission objectives to move unusually fast

User Interface
  • Fixed a bug where changing Image Quality settings would affect Texture Detail as well
  • Fixed a bug where changes to Window Settings were not reverted when changes were canceled
  • Fixed a bug that occurred when the Use Suggested function increased the Image Quality, causing the Texture Detail boz to become blank and limit the available options
  • The Surrender option is now disabled in Tutorial missions
  • Fixed a bug where the Surrender button was locked in the Pause menu while playing Campaign
  • Fixed a display bug where Skulls are shown in two different places when using an ultra-wide screen
  • Fixed a bug where creating a Relic Account for the first time would not complete correctly
  • Fixed a bug where Manufactorum (Nocturne’s Anvil?) was missing the minimap icon in the Match History tab
  • Fixed a bug where match times in the Match History tab were not displayed correctly
  • Fixed a bug where hovering over the player portrait on the Collection tab of the player profile could cause various portraits to pop in and out
  • Fixed a bug where using the Stormboyz’ Kamakazee doctrine would cause the location of the Big Trakk’s artillery mode and self-destruct ability icons to switch places

Multiplayer
  • Fixed a bug where loading a save that was created after opening the gate on Mortis Vale caused the gate to appear closed
  • Fixed a bug where the Wraithknight would start to shoot extremely fast if Jump was canceled in the first second of the ability
  • Fixed a bug where Jain Zar’s Dash visual effects would become permanently stuck on enemy heavy cover

Gameplay
  • Fixed a bug where on Casual difficulty, the AI was not attacking a second HQ
  • Fixed a bug where allied AI was not building resource generators or resource upgrades on resource points captured by the player
  • Fixed a bug where the AI was not continuing or rebuilding a structure if the worker was killed mid-construction and the in-progress structure was not destroyed


We’d love to hear your feedback on the new Elite colour customization, so please be sure to comment and share your opinions!
Warhammer 40,000: Dawn of War III - Kat_RE
Hey, everyone!

In addition to a new map, we’ve been hard at work on a ton of new skins to provide better customization options for the Elites you bring onto the battlefield. Some of these we announced last week, but there are a couple new skins as well! Four additional Custom skins have been added, as well as the new Chaplain Venerable Dreadnought skin.



New
  • New map: Manufactorum (2v2) and (3v3)
  • New Custom skins: Gabriel Angelos, Jonah Orion, Chaplain Diomedes,
  • Imperial Knight Solaria, Macha, Jain Zar, Ranger Ronahn, Wraithknight Taldeer, Warp Spiders, Striking Scorpions, Warboss Gorgutz, and Beauty da Morkanaut
  • New skin: Chaplain Venerable Dreadnought

Improved
  • Added campaign completion rewards: Kustom Stormboyz skin and player portrait (Mission 1), Helmeted Jonah Orion skin and player portrait (Mission 4), Codex Macha skin and player portrait (Mission 8), Tartaros Gabriel Angelos skin and player portrait (Mission 17)
  • Updated the visuals of the Imperial Knight Paladin mastery skin



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

Campaign
  • Various health packs were added in Mission 2 to decrease difficulty
  • Amount of scrap generated in Mission 2 increased
  • Encounters tuned in Mission 2 for Normal and Hard difficulties
  • The maximum population cap in Mission 2 has been decreased from 270 to 160
  • Final encounter in Mission 2 tweaked to reduce enemy spawn timers, increase the amount of melee units faced, and lessened the time it takes to progress in this encounter
  • Resource rates and starting resources increased in Mission 3 based on difficulty
  • Removed some Tankbustas on Easy and Normal difficulty for Mission 3
  • In Mission 3, only 4 of the 5 towers need to be destroyed in order to complete an objective



Campaign
  • Fixed a bug in Mission 6 where you could no longer progress if the communication array was recaptured by enemy units
  • Fixed a bug in Mission 12 where using the Tireless doctrine caused Tactical Marines acquired through mission objectives to move unusually fast

User Interface
  • Fixed a bug where changing Image Quality settings would affect Texture Detail as well
  • Fixed a bug where changes to Window Settings were not reverted when changes were canceled
  • Fixed a bug that occurred when the Use Suggested function increased the Image Quality, causing the Texture Detail boz to become blank and limit the available options
  • The Surrender option is now disabled in Tutorial missions
  • Fixed a bug where the Surrender button was locked in the Pause menu while playing Campaign
  • Fixed a display bug where Skulls are shown in two different places when using an ultra-wide screen
  • Fixed a bug where creating a Relic Account for the first time would not complete correctly
  • Fixed a bug where Manufactorum (Nocturne’s Anvil?) was missing the minimap icon in the Match History tab
  • Fixed a bug where match times in the Match History tab were not displayed correctly
  • Fixed a bug where hovering over the player portrait on the Collection tab of the player profile could cause various portraits to pop in and out
  • Fixed a bug where using the Stormboyz’ Kamakazee doctrine would cause the location of the Big Trakk’s artillery mode and self-destruct ability icons to switch places

Multiplayer
  • Fixed a bug where loading a save that was created after opening the gate on Mortis Vale caused the gate to appear closed
  • Fixed a bug where the Wraithknight would start to shoot extremely fast if Jump was canceled in the first second of the ability
  • Fixed a bug where Jain Zar’s Dash visual effects would become permanently stuck on enemy heavy cover

Gameplay
  • Fixed a bug where on Casual difficulty, the AI was not attacking a second HQ
  • Fixed a bug where allied AI was not building resource generators or resource upgrades on resource points captured by the player
  • Fixed a bug where the AI was not continuing or rebuilding a structure if the worker was killed mid-construction and the in-progress structure was not destroyed


We’d love to hear your feedback on the new Elite colour customization, so please be sure to comment and share your opinions!
Warhammer 40,000: Dawn of War III - r_Kat


Hello, everyone!

We’ve got a lot of cosmetic content coming up on July 20th. Here’s the lowdown!

CAMPAIGN REWARDS
To start, we’ll be sprinkling the campaign with some well-earned rewards. Now, you can earn new player portraits as well as exclusive Elite skins upon completing certain campaign missions. The campaign menu screen has gotten a bit of a revamp, too, so you can see which rewards you’ll receive before you embark on a mission.

Don’t worry - if you’ve already completed the campaign, you’ll receive all rewards upon your first login after the patch goes live!

NEW SKINS
On top of the campaign reward skins, we’ve got plenty more coming your way!

This patch will introduce four new skins, a revamp of the Imperial Knight Paladin’s mastery skin, and eight skins that will allow you to customize the colours of select Elites. These “Customization” skins - as we’ve been calling them - will let your Elites sport your chosen Army Painter colours so they can lead the troops in style. Each of the new skins will also be customizable in the Army Painter. Having Elites better blend into your ranks is something you’ve been asking for, and we loved the spirit of making your armies feel more cohesive.


Custom skins allow you to choose your colours and badge

We read a lot of feedback on how you wouldn’t want Gabriel Angelos, Chapter Master of the Blood Ravens, leading your Ultramarines into battle - and hey, that makes a lot of sense! Now, campaign-based Elites can look more universal, letting you bring any Farseer into battle, instead of Macha specifically.



For the new skins, you’ll need to complete certain campaign missions in order to unlock them. If you already have the Imperial Knight Paladin’s mastery skin, the new look will be applied automatically. For all the Customization skins, you’ll get these just by logging in!



NEW MAP: MANUFACTORUM
This patch will also bring a new map, Manufactorum, into the fold! Manufactorum can be played in 2v2 or 3v3 scenarios and across all game modes. Here’s a sneak peek of what to expect!



UI IMPROVEMENTS
We’ve introduced some changes to Elite and doctrine selection, as well as improvements to how Elite information is displayed when you hover over their portraits. You’ll also be able to see what effects doctrines will have on your units just by mousing over them. This will help to make it easier to determine your loadout in the pre-game lobby by highlighting the differences between Elites and doctrines at-a-glance!

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For the Emperor!
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