Name | Warhammer 40,000: Dawn of War III | ||
Developer | Relic Entertainment | ||
Publisher | SEGA | ||
Tags | |||
Release | 2017-04-27 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  129  | ||
Steam Rating | Mixed | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
| ||
Owners |  500,000 .. 1,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 600 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 536 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Linux Binary DoW3 [881.61 M] Linux Data DoW3 [28.19 G] Linux Soundtrack DoW3 [122 M] Linux - Override Depot [27.25 K] |
Complete your Dawn of War collection with the ultimate limited-time offer for DoW fans. Get all major Dawn of War, Dawn of War 2, and Dawn of War 3 content with the Dawn of War Franchise Bundle. |
Come Celebrate SEGA's 60th Anniversary with us on Steam! |
|
Today's Deal: Save 80% on Warhammer 40,000: Dawn of War III!* |
|
Save 75% on Warhammer 40,000: Dawn of War Franchise during this week's Midweek Madness*! |
The annual celebration of Sega's great strategy games and studios returns for it's 5th year! Play, compete and win prizes for everyone involved. Plus, have some fun and a chance to foster a bit of friendly rivalry/comradery among the different Sega game communities! Find out more here. |
|
|
Play Dawn of War III for free this weekend! That's not all! Dawn of War III, and all of the Endless War content, is FREE to play on Steam this weekend (ends at 1PM PDT on Sunday, October 22.) If you don't want the carnage to end, you can pick up your copy for 50% off until 10AM PDT on Monday, October 23. Whether you're new to Dawn of War III, or want to recruit your closest Battle Brothers for support, there has never been a better time to head to fight For the Emperor! |
Play Dawn of War III for free this weekend! That's not all! Dawn of War III, and all of the Endless War content, is FREE to play on Steam this weekend (ends at 1PM PDT on Sunday, October 22.) If you don't want the carnage to end, you can pick up your copy for 50% off until 10AM PDT on Monday, October 23. Whether you're new to Dawn of War III, or want to recruit your closest Battle Brothers for support, there has never been a better time to head to fight For the Emperor! |
This patch will include the content that we’ve been teasing over the last few weeks: new Elites, new multiplayer maps, and some surprise skins! Additionally, there will be a balance update, the details of which are outlined below. New
Improved
Gameplay
Economy
Buildings
Maps
Tactical Marines Doctrines:
Frag grenades were already behind the curve compared to similar abilities, but it needed a substantial boost to maintain relevance in conjunction with the infantry health changes. Scouts
To improve the effectiveness of Cluster Mines, we decreased their detonation radius and the ability’s area of effect to ensure that more units will be hit by the explosion. Scout Snipers
With the sweeping health changes, Scout Snipers would have had to take an extra three or four volleys of shots to kill a squad. We’ve modified the damage so that it only takes one extra volley than it did previously. Though it is overall more forgiving to fight snipers using infantry units, early game Elites will have a tougher time soaking their damage. Land Speeder
One big focus for this patch was to examine how the infantry health increase would affect the relationships of early Tier 2 units. In particular, it was important not to change the relationships drastically between early skimmers and their counters. We ran a lot of combat tests to monitor how the relationships changes. The Land Speeder’s DPS was high enough to trade well with its counters, so it only needed a slight tweak. We tested bigger damage increases, but this made them absolutely shred through early game Elites. Chaplain Diomedes
Diomedes has quickly risen to be one of the most frequent Space Marine picks in upper skill brackets. After these changes, he was a bit too resilient given all his other benefits, so we scaled him slightly down. Jonah Orion
Jonah is still a strong Elite unit in terms of his overall potential - he can make great plays, but in many ways felt less effective in the early game. We wanted to slightly increase his resiliency and improve the buffs of his Emperor’s Light. Assault Terminators
Although Assault Terminators can be quite strong in the right situation, we found that they needed a bit more resiliency considering they are most effective in melee range, and are susceptible to being kited. Additional Changes
Dire Avenger
Doctrines:
Dire Avengers are very dependent on their Plasma Grenades and though they’ve never done as much damage as similar abilities, we’ve tuned them to keep up with the health changes. Ranger
As with Scout Snipers, we needed to increase the damage to ensure that it didn’t take substantially more volleys to kill an enemy squad. We also found in testing that without this increase, Rangers were disproportionately less effective than Snipers in terms of cost. Wraithguard
It was intended that Wraithguard could be countered by being tied up in melee combat, but it was far too easy to achieve that with worker units. Of course, the cost effectiveness of sacrificing a worker unit for a squad of Wraithguard was imbalanced, and these changes should make them less susceptible to this tactic. Vyper
We opted to roughly double the firepower of its twin-linked shuriken catapults so that this change mostly affects its effectiveness versus infantry. Fire Prism Doctrines:
A concern we kept hearing from the community was that the Focused Beam doctrine felt weak. After testing this more thoroughly, we agreed, but we had to reduce its damage versus objectives to compensate. Farseer Macha
There’s been some discussion about the Psyker Blast damage reduction bonus that Macha applies to allied units. Though it’s correct that you can choose to abdicate the fight, it does last for a substantial amount of time and given the infantry resilience changes, it needed a slight reduction. Ranger Ronahn
Though Ronahn recently received buffs, his health change felt like a big step backwards for him. He went from being viable in some cases to irrelevant in most. Line other snipers, his auto attack needed to be increased but his Long Shot took a dive with the increased health. He was always fragile to begin with, but now that units can survive and pressure him easier, we increased his health to counteract it. Jain Zar
Though she can be quite lethal, Jain Zar also suffers from being kited easily and is lower among Elite Elite picks. This change should help her to find a better niche in the new meta. Autarch Kyre Bug Fixes:
Wraithlord Doctrine:
To boost his Improved Webway doctrine, it will not only affect the cooldown of teleport but also other abilities. Additional Changes
Shoota Boyz
Shoota Boyz always had high damage relative to their cost. With increased survivability, we felt they were just a bit too good and needed a slight tweak. We didn’t want to go too far considering the health change will affect one of their cornerstone abilities - the Stikkbomb. Tankbusta
Tankbustas have always been very effective versus skimmers because they deal their damage in bursts. We needed to tone down their bonus damage so that it is now equivalent to Lascannon Devastators and Shadow Spectres, which should make it a bit easier for simmers to harass an Ork army. Deffkopta
Deffkoptas have received near-constant buffs and though we feel that they’re viable, we’ve increased their damage to compensate for the health buffs. This makes them that much more effective as low cost Elite counters. Stormboyz
Stormboyz have always been strong as a 2-point Elite, with their high burst damage and jumping capabilities. One of the major design intentions for this rebalance is to affect the early Elite units, and we felt that in comparison to Striking Scorpions especially, their base damage was too high. Warboss Gorgutz Bug Fixes
Big Mek Wazzmakka
Although Traktor Beam is really awesome and provides great utility, Big Mek Wazzmakka’s overall toolkit felt underwhelming - especially in comparison to similarly-priced Elites. Due to the design of Orbital Scrap, his damage was inconsistent - so we’ve made that less variable. Orbital Scrap damage will no longer be capped at 1 entity, making it more lethal to squads. Additional Changes
Gameplay
User Interface
Art
|
This patch will include the content that weve been teasing over the last few weeks: new Elites, new multiplayer maps, and some surprise skins! Additionally, there will be a balance update, the details of which are outlined below. New
Improved
Gameplay
Economy
Buildings
Maps
Tactical Marines Doctrines:
Frag grenades were already behind the curve compared to similar abilities, but it needed a substantial boost to maintain relevance in conjunction with the infantry health changes. Scouts
To improve the effectiveness of Cluster Mines, we decreased their detonation radius and the abilitys area of effect to ensure that more units will be hit by the explosion. Scout Snipers
With the sweeping health changes, Scout Snipers would have had to take an extra three or four volleys of shots to kill a squad. Weve modified the damage so that it only takes one extra volley than it did previously. Though it is overall more forgiving to fight snipers using infantry units, early game Elites will have a tougher time soaking their damage. Land Speeder
One big focus for this patch was to examine how the infantry health increase would affect the relationships of early Tier 2 units. In particular, it was important not to change the relationships drastically between early skimmers and their counters. We ran a lot of combat tests to monitor how the relationships changes. The Land Speeders DPS was high enough to trade well with its counters, so it only needed a slight tweak. We tested bigger damage increases, but this made them absolutely shred through early game Elites. Chaplain Diomedes
Diomedes has quickly risen to be one of the most frequent Space Marine picks in upper skill brackets. After these changes, he was a bit too resilient given all his other benefits, so we scaled him slightly down. Jonah Orion
Jonah is still a strong Elite unit in terms of his overall potential - he can make great plays, but in many ways felt less effective in the early game. We wanted to slightly increase his resiliency and improve the buffs of his Emperors Light. Assault Terminators
Although Assault Terminators can be quite strong in the right situation, we found that they needed a bit more resiliency considering they are most effective in melee range, and are susceptible to being kited. Additional Changes
Dire Avenger
Doctrines:
Dire Avengers are very dependent on their Plasma Grenades and though theyve never done as much damage as similar abilities, weve tuned them to keep up with the health changes. Ranger
As with Scout Snipers, we needed to increase the damage to ensure that it didnt take substantially more volleys to kill an enemy squad. We also found in testing that without this increase, Rangers were disproportionately less effective than Snipers in terms of cost. Wraithguard
It was intended that Wraithguard could be countered by being tied up in melee combat, but it was far too easy to achieve that with worker units. Of course, the cost effectiveness of sacrificing a worker unit for a squad of Wraithguard was imbalanced, and these changes should make them less susceptible to this tactic. Vyper
We opted to roughly double the firepower of its twin-linked shuriken catapults so that this change mostly affects its effectiveness versus infantry. Fire Prism Doctrines:
A concern we kept hearing from the community was that the Focused Beam doctrine felt weak. After testing this more thoroughly, we agreed, but we had to reduce its damage versus objectives to compensate. Farseer Macha
Theres been some discussion about the Psyker Blast damage reduction bonus that Macha applies to allied units. Though its correct that you can choose to abdicate the fight, it does last for a substantial amount of time and given the infantry resilience changes, it needed a slight reduction. Ranger Ronahn
Though Ronahn recently received buffs, his health change felt like a big step backwards for him. He went from being viable in some cases to irrelevant in most. Line other snipers, his auto attack needed to be increased but his Long Shot took a dive with the increased health. He was always fragile to begin with, but now that units can survive and pressure him easier, we increased his health to counteract it. Jain Zar
Though she can be quite lethal, Jain Zar also suffers from being kited easily and is lower among Elite Elite picks. This change should help her to find a better niche in the new meta. Autarch Kyre Bug Fixes:
Wraithlord Doctrine:
To boost his Improved Webway doctrine, it will not only affect the cooldown of teleport but also other abilities. Additional Changes
Shoota Boyz
Shoota Boyz always had high damage relative to their cost. With increased survivability, we felt they were just a bit too good and needed a slight tweak. We didnt want to go too far considering the health change will affect one of their cornerstone abilities - the Stikkbomb. Tankbusta
Tankbustas have always been very effective versus skimmers because they deal their damage in bursts. We needed to tone down their bonus damage so that it is now equivalent to Lascannon Devastators and Shadow Spectres, which should make it a bit easier for simmers to harass an Ork army. Deffkopta
Deffkoptas have received near-constant buffs and though we feel that theyre viable, weve increased their damage to compensate for the health buffs. This makes them that much more effective as low cost Elite counters. Stormboyz
Stormboyz have always been strong as a 2-point Elite, with their high burst damage and jumping capabilities. One of the major design intentions for this rebalance is to affect the early Elite units, and we felt that in comparison to Striking Scorpions especially, their base damage was too high. Warboss Gorgutz Bug Fixes
Big Mek Wazzmakka
Although Traktor Beam is really awesome and provides great utility, Big Mek Wazzmakkas overall toolkit felt underwhelming - especially in comparison to similarly-priced Elites. Due to the design of Orbital Scrap, his damage was inconsistent - so weve made that less variable. Orbital Scrap damage will no longer be capped at 1 entity, making it more lethal to squads. Additional Changes
Gameplay
User Interface
Art
|
Da Snagwagon is the latest new Elite to join the ranks of the upcoming October patch! |
Da Snagwagon is the latest new Elite to join the ranks of the upcoming October patch! |
Check out the newest Elite - Wraithseer Kayduin - which releases in the October patch! |
Check out the newest Elite - the Ironclad Dreadnought - which releases in the October patch! |
Today’s patch will open up the strategic depth of Dawn of War III to ALL players. After listening to how fans felt about the Skull system, and watching how players interacted with it in-game, we’ve decided to unlock all Elites and doctrines for everyone. Improved
General
Multiplayer
Units & Abilities
User Interface
Art
|
Improved
Gameplay
Economy
Escalation Phases
Tactical Marine
Bug Fixes
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. Scout Sniper Doctrines
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. Scout
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
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
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
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
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
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
Howling Banshee
Doctrines
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
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
Doctrines
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. Wraithblade
Doctrines
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
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
Doctrines
Bug Fixes
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. Falcon Doctrines
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
Bug Fixes
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
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
Boy Doctrines
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
Bug Fixes
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
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
Doctrines
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
Doctrines
Bug Fixes
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. Big Trakk Doctrines
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
Bug Fixes
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
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
Bug Fixes
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
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
Multiplayer
Campaign
Units & Abilities
User Interface
Art
|
Hello, everyone! |
|
Hey, everyone!
Improved
Maps
Campaign
Campaign
User Interface
Multiplayer
Gameplay
We’d love to hear your feedback on the new Elite colour customization, so please be sure to comment and share your opinions! |
|
|
Our increase to the base Requisition rate made early game Listening Posts a no-brainer, which we feel are too effective at holding their ground relative to their cost. As a result, we’d like to increase their cost so that the choice of where to bunker down needs to be a more strategic one. Pathing If you’ve ever controlled a group of skimmers, you know that occasionally they will perform fantastical wild turns when the distance doesn’t warrant it. Here at Relic, we’re holding a moment of silence for all the skimmers that were needlessly lost while trying to perform acrobatic feats in the midst of battle. This will be of benefit to all skimmer units, though it will have a greater effect on Eldar players due to the number of skimmer units they have available. Overall, the Space Marines versus Ork matchup is very close to dead even, though it varies a bit per skill bracket. Although they’re in a better spot and while we are buffing Eldar, we do still feel there are a few issues that need addressing. We’ve already addressed Tireless in last week’s patch, but we felt that we needed to dig a little deeper, as the Space Marine’s effectiveness doesn’t stem from a single doctrine choice. Assault Marines
Recent changes to Assault Marines put them in a much better place than intended. One thing we did notice was that their passive charge range was extremely long and slightly faster than comparable melee units. This improved their ability to get on top of and stay on top of units even more pronounced than it should have been. Given that Assault Marines already have a tremendous gap-closing advantage thanks to Jump, their passive charge was brought in-line with other units. Predator Destructor
Predator Annihilator
Diomedes
Bug Fixes
Diomedes isn’t being fielded as often as we’d like, and we think that reducing his Elite Point cost should greatly improve his viability. The other benefit is that by introducing another 3 point Elite, Space Marines will have more to choose from at that stage of the game. Once win rates settled after launch, it became clear that the Eldar were imbalanced. They had a much higher win rate than both Space Marines and Orks, though they were especially strong versus Space Marines. Dire Avengers were overwhelmingly picked over other early game options and the Wraithlord’s Improved Webways doctrine was nearing a unanimous pick rate in the upper skill brackets. However, the combination of our May 31st Eldar changes and the improvements to not only Tactical Marines - but also to resource generation - have exposed the general weakness of the Eldar early game. Since the trading capability of Dire Avengers was weakened, we’ve consequently seen that win rate flip the other direction. General
Webway Gate
Webway teleportation changed in a big way. We understand that players liked how it felt to be so mobile all of the time, so we’ll continue to keep an eye on two things: 1) win rates and overall balance concerns, but also 2) does the faction feel appropriately Eldar? Dire Avengers
Wraithblades
Shadow Spectres
Autarch Kyre
Gretchin
Shoota Boyz
Doctrines
Nobz
Stormboyz
Kommando
Bug Fixes
A NOTE ON DOCTRINES We’re aware that there are doctrines for each faction that are dominant and others that are not. We’ll be addressing this with slight nerfs, but mostly buffs. This will take longer because we have to consider and test how much these changes can act as a multiplier for overperforming units. This may occur over several patch cycles, but rest assured that we’re keeping a close eye on them! General
|
|
Gameplay
Maps Tactical Marine Doctrines
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
Imperial Knight Paladin Bug Fixes
Imperial Knight Solaria Bug Fixes
Ranger Bug Fixes
Fire Prism Bug Fixes
General
Campaign
Multiplayer
User Interface
Art
|
|
SPACE MARINES
BUG FIXES Campaign
Performance
|
PATCH OVERVIEW
Improved
GENERAL Gameplay
Escalation Phases
Maps
SPACE MARINES Servitor Bug Fixes
Tactical Marine
Bug Fixes
Scout Sniper
Doctrines
Assault Marine
Doctrines
Lascannon Devastator
Whirlwind Bug Fixes
Predator Destructor
Kill Team Ironmaw
Bug Fixes
Jonah Orion
Gabriel Angelos
Terminators
Bug Fixes
Venerable Dreadnought
Imperial Knight Solaria
Additional Changes
Population
ELDAR Bonesinger
Dire Avenger
Doctrines
Howling Banshee
Doctrines
Ranger
Bug Fixes
Fire Prism
Bug Fixes
Striking Scorpions
Farseer Macha
Bug Fixes
Jain Zar
Warp Spiders
Wraithlord
Doctrines
Bug Fixes
Additional Changes
Population
ORKS Gretchin Doctrines
Boy Doctrines
Shoota Boy
Tankbusta Doctrines
Trukk Doctrines
Deffkopta
Killa Kan Doctrines
Deff Dread Doctrines
Big Trakk
Stormboyz
Doctrines
Weirdboy Zappnoggin
Mad Dread
Gorkanaut
Bug Fixes
Additional Changes
Population
BUG FIXES Achievements
Audio
Campaign
Save & Load
Multiplayer
Units & Abilities
User Interface
Art
Offline Play
Performance
|
Hey guys! |
|
|
New
Improved
Bug Fixes
|
Hi everyone! |
Please re-launch Steam in order to apply the hotfix! |
Please re-launch Steam in order to apply the hotfix. |