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New Twitch streamer aggregation implemented (#FuckTwitch) due to Twitch's API issues (more info on my Discord )


Name

 Warhammer 40,000: Dawn of War III 

 

Developer

 Relic Entertainment 

 

Publisher

 SEGA 

 

Tags

 Action 

 Strategy 

 

Simulation 

 

Singleplayer 

Release

 2017-04-27 

 

Steam

 € £ $ / % 

 

News

 37 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 129 

 

Steam Rating

 Mixed 

Steam store

 https://store.steampowered.com/app/285190 

 

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] 




LINUX STREAMERS (5)
gamingonlinuxferalinteractivegloriouseggrollec0rp
gorillatv




Dawn of War Franchise Bundle

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.

If you already own any Dawn of War franchise content, this smart bundle will adjust the price down, so that you only pay for content you don't have.

For the Emperor!


[ 2021-09-23 18:54:18 CET ] [ Original post ]

SEGA's 60th Anniversary Celebration

Come Celebrate SEGA's 60th Anniversary with us on Steam!

Get Sonic the Hedgehog 2 for FREE from October 9th-18th!

While you're around, check out some of our new HIGHEST DISCOUNTS.




Grab our EXCLUSIVE FREE MINI-GAMES that were giving away every day from October 15th 18th. These brand new games were created just for SEGAs 60th and are available for a LIMITED TIME ONLY. Once theyre gone, theyre gone. Be sure to come back every day to claim the daily mini-game!

We look forward to seeing you there and hope you enjoy celebrating 60 years of SEGA with us!


[ 2020-10-09 20:03:23 CET ] [ Original post ]

Skulls For the Skull Throne 4



Warhammer fans, give praise to the Dark Gods! Skulls for the Skull Throne 4 is here.

Major discounts of up to 80% are now live across the whole Warhammer portfolio! Whether you're a heretic, xenos, or loyalist, there's bound to be something to suit your taste.

All Dawn of War games are currently 75% off, a great time to tell friends or even gift a copy of one of your favourite games.

Skulls for the Skull Throne isn't just a sale, it's a festival for Warhammer gaming! Check out the steam page for full info, watch awesome content on twitch, and revel in all things Warhammer.

http://store.steampowered.com/sale/skulls/


[ 2020-05-28 19:03:49 CET ] [ Original post ]

Daily Deal - Warhammer 40,000: Dawn of War III, 80% Off

Today's Deal: Save 80% on Warhammer 40,000: Dawn of War III!*

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

*Offer ends Sunday at 10AM Pacific Time


[ 2018-09-21 19:05:00 CET ] [ Original post ]

Skulls for the Skull Throne 2 + Obsidian Knight Skin



Dawn of War III is 75% off for a limited time during Skulls for the Skull Throne 2 ! We wanted to celebrate this festival of all things Warhammer gaming by releasing a brand new Elite unit skin, the Obsidian Knight Paladin skin, free for all users!

The Obsidian Knight is something of a legend in the 40K universe, with the first sighting during the Damocles Gulf Crusade. Fighting alongside the Imperial armies against the Tau Empire, the Obsidian Knight was spotted in a number of massive battles, racking up an astounding number of kills. The Knight’s appearance was cheered by Imperial soldiers until the closing of the campaign, when it vanished into legend, only to appear again centuries later…

It will be unlocked automatically the next time you log in.


[ 2018-06-01 21:52:35 CET ] [ Original post ]

Midweek Madness - Warhammer 40,000: Dawn of War Franchise, 75% off

Save 75% on Warhammer 40,000: Dawn of War Franchise during this week's Midweek Madness*!

*Offer ends Thursday at 4PM Pacific Time






[ 2018-03-27 19:05:00 CET ] [ Original post ]

Make War Not Love 5

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.

MWNL5 Sale – runs from 10am pacific on the 12th Feb – 10am pacific on the 19th Feb
MWNL5 Event – runs from 1am pacific on the 14th Feb – 1am pacific on the 19th Feb


[ 2018-02-12 19:55:00 CET ] [ Original post ]

Free Skins: Agents of Death



Give thanks for endless WAAAGH! with these three new Elite unit skins, available now for free the next time you log in to Dawn of War III. Equip the Deathwatch skin for Gabriel Angelos, Hunter skin for Gorgutz, and classic Farseer skin for Macha, and forge your legend in unrelenting, explosive battle!



Deathwach – Gabriel Skin
Lending his mighty daemon hammer to the Inquisition’s elite Deathwatch order, Gabriel Angelos stands strong as the last line of defense against unspeakable horrors. Xenos beware!

Hunter – Gorgutz Skin
The insatiable Gorgutz ‘Ead’unter shrouds himself in trophies of the galaxy’s most fearsome predators – animal, alien, and man. Will yours be the next skull added to his collection?

Farseer Classic – Macha Skin
To forge the future, she’ll draw from her past. Farseer Macha dons the Ghosthelm and spear inspired by her appearance in the original Dawn of War. Foes of old will tremble at the sight.



All three skins will be available for selection next time you log on to Dawn of War III.

For the Emperor!


[ 2017-11-23 19:01:04 CET ] [ Original post ]

Free Skins: Agents of Death



Give thanks for endless WAAAGH! with these three new Elite unit skins, available now for free the next time you log in to Dawn of War III. Equip the Deathwatch skin for Gabriel Angelos, Hunter skin for Gorgutz, and classic Farseer skin for Macha, and forge your legend in unrelenting, explosive battle!



Deathwach Gabriel Skin
Lending his mighty daemon hammer to the Inquisitions elite Deathwatch order, Gabriel Angelos stands strong as the last line of defense against unspeakable horrors. Xenos beware!

Hunter Gorgutz Skin
The insatiable Gorgutz Eadunter shrouds himself in trophies of the galaxys most fearsome predators animal, alien, and man. Will yours be the next skull added to his collection?

Farseer Classic Macha Skin
To forge the future, shell draw from her past. Farseer Macha dons the Ghosthelm and spear inspired by her appearance in the original Dawn of War. Foes of old will tremble at the sight.



All three skins will be available for selection next time you log on to Dawn of War III.

For the Emperor!


[ 2017-11-23 19:01:04 CET ] [ Original post ]

Dawn of War III 50% Off + Free Weekend!



We're bringing you the largest update yet for Dawn of War III! See it all in action in our latest trailer or visit DawnofWar.com for more info. Here's what you can expect:

  • Three new Elite units
  • Three new multiplayer maps
  • Five new Elite skins, including the Primaris skin for Chaplain Diomedes
  • New custom game options
  • Various bug fixes


    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!


  • [ 2017-10-19 19:14:33 CET ] [ Original post ]

    Dawn of War III 50% Off + Free Weekend!



    We're bringing you the largest update yet for Dawn of War III! See it all in action in our latest trailer or visit DawnofWar.com for more info. Here's what you can expect:

  • Three new Elite units
  • Three new multiplayer maps
  • Five new Elite skins, including the Primaris skin for Chaplain Diomedes
  • New custom game options
  • Various bug fixes


    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!


  • [ 2017-10-19 19:14:33 CET ] [ Original post ]

    Patch Notes: October 19, 2017



    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.

    This patch will introduce a 30% health increase for non-heavy infantry, making early game time to kill more forgiving. Some T1 units have had their damage tuned to compensate for the overall boost. To ensure that these units don’t over-scale in the late game, health upgrade effectiveness has been tuned in parallel.

    As a result, these changes make units healthier, and early game fights last longer. Fights over resource points and open-field skirmishes now have a slightly different feel, but the key takeaway is that we’ve shifted towards a greater focus on tactical decision-making.



    New

    • New Elites: Ironclad Dreadnought, Wraithseer Kayduin, and the Lifta-Droppa Battlewagon
    • New maps: Shrine of Asuyran (1v1), Serpent Chasm (2v2), and Da Extraktor (3v3)
    • Free skins: Primaris Chaplain Diomedes, Salamander Ironclad Dreadnought, Helmeted Kyre, Deathwing Terminators, and Deathwing Assault Terminators


    Improved

    • New Custom game options: toggle Elites on or off, toggle doctrines on or off, toggle global abilities on or off
    • Missions 1 to 3 difficulty tuning



    Gameplay

    • Health and shields of non-Elite infantry increased by 30%
    • Buildable turrets (from doctrines) for all factions have had their damage increased from 7 to 13


    Economy

    • Elite point generator cost increased from 80 Requisition / 20 Power to 120 Requisition / 45 Power
    • Elite point generator cost is no longer affected by the scaling of other generators
    • Building an Elite point generator no longer increases the scaling of other generators


    Buildings

    • Listening Post damage increased from 7 to 9
    • Listening Post health increased from 2200 to 2500
    • Power Core turret auto attack damage increased from 12.5 to 16.25
    • Power Core beam attack increased from 15 to 19


    Maps

    • Shrine of Asuyran (1v1) has been added into the Custom match and Quick-Match map lists
    • Serpent Chasm (2v2) has been added into the Custom match and Quick-Match map lists
    • Da Extraktor (3v3) has been added into the Custom match and Quick-Match map lists



    Tactical Marines
    Doctrines:

    • Frag Grenade: Damage increased from 15 to 26


    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

    • Cluster Mines detonation radius decreased from 5 to 2.5
    • Cluster Mines area of effect increased from 5 to 6


    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

    • Damage increased from 25 to 30


    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

    • Ranged damage increased from 7 to 7.25


    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

    • Health decreased from 3100 to 2900


    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

    • Health increased from 2250 to 2500
    • Emperor's Light allied damage buff duration increased from 5 seconds to 8 seconds while within Stonewall
    • Emperor's Light allied damage buff duration increased from 7 seconds to 10 seconds while outside of Stonewall


    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

    • Health increased from 5400 to 5750


    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

    • Orbital Bombardment: Levitation channel time increased from 4 seconds to 6 seconds
    • In-combat reinforcement time for infantry units increased by 60%
    • Level 1 health increase reduced from 15% to 12%
    • Level 2 health increase reduced from 30% to 12%
    • Level 3 health increase reduced from 45% to 12%




    Dire Avenger

    • Plasma Grenade damage increased from 20 to 26


    Doctrines:

    • Improved Plasma Grenade: Damage increased from 40 to 52


    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

    • Damage increased from 25 to 34


    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

    • Melee damage increased from 8 to 16


    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

    • Twin-linked shuriken catapult damage increased from 3 to 3.5
    • Twin-linked shuriken catapult shots per second increased from 5 to 8
    • Twin-linked shuriken catapult cooldown decreased from 1 second to 0.75 seconds
    • Increased targeting width from 5 to 15, meaning it can hit targets for longer before needing to readjust its facing


    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:

    • Focused Beam: Damage increased from 60 to 120 and now deals reduced objective damage (to the same value as pre-patch)


    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

    • Psyker Blast damage reduction decreased from 75% to 60%


    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

    • Health increased from 480 to 576
    • Shield increased from 720 to 864
    • Damage increased from 250 to 280
    • Long Shot damage increased from 275 to 360


    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

    • Health increased from 960 to 1080
    • Shield increased from 1440 to 1620


    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:

    • Fixed a bug where Kyre was not correctly prioritized on the command crd
    • Fixed a bug where if Kyre was using a skin, he would change back to his default model when using Skyleap




    Wraithlord
    Doctrine:

    • Improved Webways: Now properly reduces the cooldown for Webway Holofield and Webway Shield


    To boost his Improved Webway doctrine, it will not only affect the cooldown of teleport but also other abilities.




    Additional Changes

    • Eldar will no longer gain full shields when upgrading their shield health; instead, they will gain the difference between their old and new shield values
    • Infinity Portal now starts with one charge of Soul Recall
    • Level 1 shield increase reduced from 25% to 20%
    • Level 2 shield increase reduced from 50% to 20%
    • Level 3 shield increase reduced from 75% to 20%




    Shoota Boyz

    • Stikkbomb damage decreased from 2 to 1.9


    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

    • Damage bonus versus skimmers reduced from 40 to 25


    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

    • Damage increased from 11.1 to 12.8


    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

    • Melee damage reduced from 30 to 25
    • Critical Strike damage reduced from 90 to 80


    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

    • Fixed a bug where Gorgutz would get stuck after casting Grapplin’ Klaw when performing a Critical Strike




    Big Mek Wazzmakka

    • Orbital Scrap damage increased from 350 to 455
    • Orbital Scrap damage against objectives reduced from 350 to 200
    • Orbital Scrap outer radius damage increased to 50% of base damage, up from 20%
    • Scrap Turret damage increased from 12 to 15


    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

    • In-combat reinforcement time for infantry units increased by 60%
    • WAAAGH Tower damage increased from 6 to 7
    • Level 1 health increase reduced from 15% to 12%
    • Level 2 health increase reduced from 30% to 12%
    • Level 3 health increase reduced from 45% to 12%




    Gameplay

    • Fixed a bug where Deployable Energy Shields could be built on top of one another


    User Interface

    • Fixed a bug where swapping between the Campaign and Army Painter screens would sometimes cause them to overlap
    • Fixed a bug where error message text would appear when targeting a
    • Deffkopta while the Slice ‘Em doctrine was equipped
    • Fixed a bug where error message text would appear while viewing the Vyper Haste tooltip when the ability was on cooldown


    Art

    • Fixed a bug where the Space Marine Listening Post’s targeting indicator would vanish when the structure caught on fire


    [ 2017-10-19 19:14:21 CET ] [ Original post ]

    Patch Notes: October 19, 2017



    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.

    This patch will introduce a 30% health increase for non-heavy infantry, making early game time to kill more forgiving. Some T1 units have had their damage tuned to compensate for the overall boost. To ensure that these units dont over-scale in the late game, health upgrade effectiveness has been tuned in parallel.

    As a result, these changes make units healthier, and early game fights last longer. Fights over resource points and open-field skirmishes now have a slightly different feel, but the key takeaway is that weve shifted towards a greater focus on tactical decision-making.



    New

    • New Elites: Ironclad Dreadnought, Wraithseer Kayduin, and the Lifta-Droppa Battlewagon
    • New maps: Shrine of Asuyran (1v1), Serpent Chasm (2v2), and Da Extraktor (3v3)
    • Free skins: Primaris Chaplain Diomedes, Salamander Ironclad Dreadnought, Helmeted Kyre, Deathwing Terminators, and Deathwing Assault Terminators


    Improved

    • New Custom game options: toggle Elites on or off, toggle doctrines on or off, toggle global abilities on or off
    • Missions 1 to 3 difficulty tuning



    Gameplay

    • Health and shields of non-Elite infantry increased by 30%
    • Buildable turrets (from doctrines) for all factions have had their damage increased from 7 to 13


    Economy

    • Elite point generator cost increased from 80 Requisition / 20 Power to 120 Requisition / 45 Power
    • Elite point generator cost is no longer affected by the scaling of other generators
    • Building an Elite point generator no longer increases the scaling of other generators


    Buildings

    • Listening Post damage increased from 7 to 9
    • Listening Post health increased from 2200 to 2500
    • Power Core turret auto attack damage increased from 12.5 to 16.25
    • Power Core beam attack increased from 15 to 19


    Maps

    • Shrine of Asuyran (1v1) has been added into the Custom match and Quick-Match map lists
    • Serpent Chasm (2v2) has been added into the Custom match and Quick-Match map lists
    • Da Extraktor (3v3) has been added into the Custom match and Quick-Match map lists



    Tactical Marines
    Doctrines:

    • Frag Grenade: Damage increased from 15 to 26


    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

    • Cluster Mines detonation radius decreased from 5 to 2.5
    • Cluster Mines area of effect increased from 5 to 6


    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

    • Damage increased from 25 to 30


    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

    • Ranged damage increased from 7 to 7.25


    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

    • Health decreased from 3100 to 2900


    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

    • Health increased from 2250 to 2500
    • Emperor's Light allied damage buff duration increased from 5 seconds to 8 seconds while within Stonewall
    • Emperor's Light allied damage buff duration increased from 7 seconds to 10 seconds while outside of Stonewall


    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

    • Health increased from 5400 to 5750


    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

    • Orbital Bombardment: Levitation channel time increased from 4 seconds to 6 seconds
    • In-combat reinforcement time for infantry units increased by 60%
    • Level 1 health increase reduced from 15% to 12%
    • Level 2 health increase reduced from 30% to 12%
    • Level 3 health increase reduced from 45% to 12%




    Dire Avenger

    • Plasma Grenade damage increased from 20 to 26


    Doctrines:

    • Improved Plasma Grenade: Damage increased from 40 to 52


    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

    • Damage increased from 25 to 34


    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

    • Melee damage increased from 8 to 16


    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

    • Twin-linked shuriken catapult damage increased from 3 to 3.5
    • Twin-linked shuriken catapult shots per second increased from 5 to 8
    • Twin-linked shuriken catapult cooldown decreased from 1 second to 0.75 seconds
    • Increased targeting width from 5 to 15, meaning it can hit targets for longer before needing to readjust its facing


    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:

    • Focused Beam: Damage increased from 60 to 120 and now deals reduced objective damage (to the same value as pre-patch)


    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

    • Psyker Blast damage reduction decreased from 75% to 60%


    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

    • Health increased from 480 to 576
    • Shield increased from 720 to 864
    • Damage increased from 250 to 280
    • Long Shot damage increased from 275 to 360


    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

    • Health increased from 960 to 1080
    • Shield increased from 1440 to 1620


    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:

    • Fixed a bug where Kyre was not correctly prioritized on the command crd
    • Fixed a bug where if Kyre was using a skin, he would change back to his default model when using Skyleap




    Wraithlord
    Doctrine:

    • Improved Webways: Now properly reduces the cooldown for Webway Holofield and Webway Shield


    To boost his Improved Webway doctrine, it will not only affect the cooldown of teleport but also other abilities.




    Additional Changes

    • Eldar will no longer gain full shields when upgrading their shield health; instead, they will gain the difference between their old and new shield values
    • Infinity Portal now starts with one charge of Soul Recall
    • Level 1 shield increase reduced from 25% to 20%
    • Level 2 shield increase reduced from 50% to 20%
    • Level 3 shield increase reduced from 75% to 20%




    Shoota Boyz

    • Stikkbomb damage decreased from 2 to 1.9


    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

    • Damage bonus versus skimmers reduced from 40 to 25


    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

    • Damage increased from 11.1 to 12.8


    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

    • Melee damage reduced from 30 to 25
    • Critical Strike damage reduced from 90 to 80


    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

    • Fixed a bug where Gorgutz would get stuck after casting Grapplin Klaw when performing a Critical Strike




    Big Mek Wazzmakka

    • Orbital Scrap damage increased from 350 to 455
    • Orbital Scrap damage against objectives reduced from 350 to 200
    • Orbital Scrap outer radius damage increased to 50% of base damage, up from 20%
    • Scrap Turret damage increased from 12 to 15


    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

    • In-combat reinforcement time for infantry units increased by 60%
    • WAAAGH Tower damage increased from 6 to 7
    • Level 1 health increase reduced from 15% to 12%
    • Level 2 health increase reduced from 30% to 12%
    • Level 3 health increase reduced from 45% to 12%




    Gameplay

    • Fixed a bug where Deployable Energy Shields could be built on top of one another


    User Interface

    • Fixed a bug where swapping between the Campaign and Army Painter screens would sometimes cause them to overlap
    • Fixed a bug where error message text would appear when targeting a
    • Deffkopta while the Slice Em doctrine was equipped
    • Fixed a bug where error message text would appear while viewing the Vyper Haste tooltip when the ability was on cooldown


    Art

    • Fixed a bug where the Space Marine Listening Posts targeting indicator would vanish when the structure caught on fire


    [ 2017-10-19 19:14:21 CET ] [ Original post ]

    Spotlight: Da Snagwagon

    Da Snagwagon is the latest new Elite to join the ranks of the upcoming October patch!



    Background
    When the green tide needs to get somewhere fast and (relatively) safe, Da Snagwagon is always up to the task. A large Ork Battlewagon, Da Snagwagon’s main purpose is to get Boyz across the battlefield alive, but can also throw a big wrench in an enemy’s plans. Powerful crowd control abilities and sneaky attacks can mean bad news for any army mistaking Da Snagwagon as a simple Ork bus.

    Da Snagwagon is a support vehicle that adds utility in the form of powerful crowd control elements to any Ork army. The Snagwagon’s lifta droppa traktor beam can be used to propel allied units across the map or levitate and knock back enemy units. Unique to Da Snagwagon, its auto attack will levitate enemies in midair and, if not interrupted, will slam them back to the ground – causing damage and knocking back units in a radius around the target.

    Abilities
    Blast ‘Em
    Da Snagwagon unleashes a wave of force that knocks back enemies and moves itself in the opposite direction.

    Grab ‘Em
    Da Snagwagon picks up an allied unit with its lifta droppa, creating a shot absorber around them. Using this ability enables you to use the Launch ‘Em and Drop ‘Em abilities.

    The target is automatically dropped if Da Snagwagon is disrupted, issues another order, or if its shot absorber is destroyed.
    Grab 'Em and Launch 'Em!

    Launch ‘Em
    Throws the current target to the target position. If Da Snagwagon has scrapnel charges, it consumes a charge and rains down scrap on the target position, dealing damage that rips through cover.

    Drop ‘Em
    Orders Da Snagwagon to drop its current target.

    Loot Scrap
    Adds three scrapnel charges.

    Doctrines
    Presence – Trakta Shield
    When Da Snagwagon is deployed, Deffkoptas can attach a traktor beam to an allied unit, granting a regenerating shield. Reactivating the ability, moving too far from the target, or getting stunned will disable the shield.

    Command – Blazin’ Buzzsaw
    Deffkoptas leave behind a trail of flames when they use Buzzsaw Blitz, causing damage over time and slowing units that pass through it. The damage from multiple blazes does not stack.


    [ 2017-10-12 18:46:34 CET ] [ Original post ]

    Spotlight: Da Snagwagon

    Da Snagwagon is the latest new Elite to join the ranks of the upcoming October patch!



    Background
    When the green tide needs to get somewhere fast and (relatively) safe, Da Snagwagon is always up to the task. A large Ork Battlewagon, Da Snagwagons main purpose is to get Boyz across the battlefield alive, but can also throw a big wrench in an enemys plans. Powerful crowd control abilities and sneaky attacks can mean bad news for any army mistaking Da Snagwagon as a simple Ork bus.

    Da Snagwagon is a support vehicle that adds utility in the form of powerful crowd control elements to any Ork army. The Snagwagons lifta droppa traktor beam can be used to propel allied units across the map or levitate and knock back enemy units. Unique to Da Snagwagon, its auto attack will levitate enemies in midair and, if not interrupted, will slam them back to the ground causing damage and knocking back units in a radius around the target.

    Abilities
    Blast Em
    Da Snagwagon unleashes a wave of force that knocks back enemies and moves itself in the opposite direction.

    Grab Em
    Da Snagwagon picks up an allied unit with its lifta droppa, creating a shot absorber around them. Using this ability enables you to use the Launch Em and Drop Em abilities.

    The target is automatically dropped if Da Snagwagon is disrupted, issues another order, or if its shot absorber is destroyed.
    Grab 'Em and Launch 'Em!

    Launch Em
    Throws the current target to the target position. If Da Snagwagon has scrapnel charges, it consumes a charge and rains down scrap on the target position, dealing damage that rips through cover.

    Drop Em
    Orders Da Snagwagon to drop its current target.

    Loot Scrap
    Adds three scrapnel charges.

    Doctrines
    Presence Trakta Shield
    When Da Snagwagon is deployed, Deffkoptas can attach a traktor beam to an allied unit, granting a regenerating shield. Reactivating the ability, moving too far from the target, or getting stunned will disable the shield.

    Command Blazin Buzzsaw
    Deffkoptas leave behind a trail of flames when they use Buzzsaw Blitz, causing damage over time and slowing units that pass through it. The damage from multiple blazes does not stack.


    [ 2017-10-12 18:46:34 CET ] [ Original post ]

    Spotlight: Wraithseer Kayduin

    Check out the newest Elite - Wraithseer Kayduin - which releases in the October patch!



    Background
    An imposing presence on the battlefield, Wraithseers control the ebb and flow of combat with their psychic mastery.

    A unique Eldar Ghost Warrior, Wraithseers gain their power from the soul of a deceased Eldar contained within a Spirit Stone. Armed with a Wraithspear, and powerful psyker abilities, the Wraithseer's matric also contains the mortal spirit of a Warlock, allowing them to silently command others, and perceive the worlds with immense clarity. The powerful D-Cannon on the Wraithseer's shoulder is an immense power, and can help turn the tide of battle.

    A versatile walker with powerful damage and support abilities, the Wraithseer can push and pull targets in a direction of its choosing with the Warp Strike ability.

    Abilities
    Warp Strike
    Kayduin manifests a psychic image that shoots a wave of force in the intended direction. Causes knock back and reflects projectiles. If cast inside of Immolate, it also damages and stuns targets. If reactivated, Kayduin casts Materialize - which teleports to the position of his psychic image.

    Immolate
    Kayduin summons psychic flames at the target position, harming enemies and emboldening allies. Deals damage and healing over time in the area of impact.

    Wraith Shot
    Kayduin channels his D-Cannon in the target direction, firing an enhanced shot that collides with enemies. While channeling, Wraithguard spirits are summoned to his aid.

    Doctrines
    Presence - Enliven
    While Kayduin is deployed, he grants Fleet of Foot to nearby allied Wraithguard, Wraithblades, and Wraithlords.

    Command - Webway Shield
    Webway Gates gain the ability to create a barrier around themselves that absorbs shots.


    [ 2017-10-04 22:14:31 CET ] [ Original post ]

    Spotlight: Ironclad Dreadnought

    Check out the newest Elite - the Ironclad Dreadnought - which releases in the October patch!



    Background
    Often the first to take charge into heavily defended enemy territory, the Ironclad Dreadnought is among the strongest of the Space Marines. Utilizing its heavy layers of armour, the Ironclad Dreadnought trades range for sheer brute strength and durability, creating seismic events to knock enemies off their feet, and keep them in the sights of their Battle Brothers.

    A melee walker with exceptional crowd control capabilities, the Ironclad can create controlled seismic events that stun enemies and even uproot the ground itself - temporarily blocking movement.

    Abilities
    Critical Strike (Passive)
    The Ironclad Dreadnought delivers a powerful blow every 6th melee attack. Deals bonus damage.

    Seismic Slam
    The Ironclad Dreadnought triggers a controlled earthquake in the target direction, knocking back infantry and stunning vehicles in an expanding cone. The ground is uprooted at the end of the shockwave, creating a wall that temporarily blocks movement.

    Ironclad Barrage
    The Ironclad unleashes a continuous barrage of grenades in the target direction, causing damage and knocking back in a line.

    Earth Shatter
    The Ironclad causes a tremor towards a target position, knocking back in a line. After a delay, the ground erupts at the target, causing damage and knocking back in a circle. Vehicles are stunned.

    Doctrines
    Presence - Orbital Re-entry
    When the Ironclad Dreadnought is deployed, Land Speeders gain the Orbital Re-Entry ability, allowing them to re-enter orbit and slam down at the target location after a delay. Causes damage and knocks back in a circle.

    Land Speeder multi-meltas gain an additional charge, allowing them to fire twice in rapid succession.

    Command - Seismic Mines
    Upgrades the Scout Cluster Mine to trigger a seismic event. Causes knock back in a circle.


    [ 2017-09-29 19:31:57 CET ] [ Original post ]

    Patch Notes: September 26, 2017



    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.

    We had intended for the Skull system to introduce pacing to the multiplayer experience, but we didn’t want this to come at the cost of barring advanced play styles to those ready to tackle them. You’ll still need to unlock Elite level rewards as well as those gained from campaign progress, but this will be a lot easier with an expanded arsenal of Elites at your command!



    Improved

    • We’ve removed in-game currency (Skulls), which means you no longer need to purchase Elites and doctrines. With the exception of Elite level and campaign progression rewards, all content will be automatically unlocked for both new and veteran players.
    • We’ve made some slight changes to the front end; it’s now much easier to jump into a custom match versus AI after completing campaign missions.



    General

    • Fixed a crash that sometimes occurred when loading into custom maps
    • Fixed an issue where the experience earned from completing campaign missions on easy difficulty was too low


    Multiplayer

    • Fixed an exploit where two of the same Elite could be deployed through abusing a bug with the Death From Above doctrine
    • Fixed a bug where turning on Enhanced Battle Focus would undo the Increased Shield Regeneration upgrade from the Soul Shrine
    • Fixed an issue where, on occasion, Jonah’s auto attack projectile wouldn’t disappear if its target was killed before the projectile landed


    Units & Abilities

    • Fixed a bug where Zappnoggin’s Fist of Gork could bounce back from Gabriel’s Retribution - sometimes without making contact with it
    • Fixed a typo in the Weirdboy’s ‘Ere We Go ability tooltip


    User Interface

    • Added a mute button to each player’s portrait in the custom game lobby
    • Fixed an issue where the host can change match settings of a Quick Match lobby while viewing the leaderboards, Elite info, or player profile screens
    • Fixed a bug where Manufactorum (3v3) was not being translated
    • Fixed a bug where the Vyper’s Vyper Haste icon would appear as if it were on cooldown, even when the skill was available to use
    • Fixed a display issue where an invalid text error would appear when trying to attack a Deffkopta while it was performing Buzzsaw Blitz
    • Fixed an issue where the tooltip text for the Overwatch doctrine would not display properly
    • Fixed some overlapping elements in the custom game screen


    Art

    • Fixed a bug where the Madd Dread’s Mad Breaka would create a white sphere artifact when cancelled prematurely
    • Fixed a bug where Orbital Bombardments used by AI players would use their army’s paint scheme colours
    • Fixed a bug where the Big Trakk was missing some audio FX


    [ 2017-09-26 19:18:37 CET ] [ Original post ]

    Patch Notes: August 29, 2017


    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


    [ 2017-08-29 20:01:45 CET ] [ Original post ]

    Community Update: August 18, 2017

    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.


    [ 2017-08-18 19:10:34 CET ] [ Original post ]

    Skulls for the Skull Throne - Chaplain Venerable Dreadnought skin



    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!


    [ 2017-07-20 19:28:53 CET ] [ Original post ]

    Patch Notes: July 20, 2017

    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!


    [ 2017-07-20 18:00:10 CET ] [ Original post ]

    Community Update: July 11, 2017



    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!

    -----

    For the Emperor!


    [ 2017-07-11 20:20:57 CET ] [ Original post ]

    Hotfix: July 11, 2017



    General


    • Fixed a crash that occurred when loading the game while using an Input Method Editor


    [ 2017-07-11 19:03:23 CET ] [ Original post ]

    Patch Notes: June 27, 2017



    Hey everyone!

    We heard you loud and clear. In response to your feedback, we’re releasing a balance patch to address top balance concerns this week.



    Gameplay

  • Listening Post cost increased from 200 to 300

    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
  • Skimmers will now prefer to do shorter reverse-pivot moves instead of curve turns over short distances (these were particularly noticeable with move commands issued slightly behind and to the side of the skimmer)
  • Increasing vertical traverse speed


    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

    • Reduced passive melee charge range from 30 to 10
    • Reduced passive melee charge speed bonus from 4 to 3


    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

    • Damage decreased from 200 to 150
    • Power cost increased from 275 to 300
    • Population cost increased from 17 to 19




    Predator Annihilator

    • Power cost increased from 275 to 300
    • Population cost increased from 17 to 19



    Alright, we admit that our last patch pushed the Predator Destructor too far. Our concern was that the role of this unit was muddy compared to its Annihilator counterpart, but as a result we’ve created a unit that is too effective versus all things, including the units that were meant to counter it. The plan is to bring down its damage, which consequently makes the Destructor versus Annihilator choice much more situational.




    Diomedes

    • Elite Point cost reduced from 4 to 3
    • Health reduced from 3600 to 3100
    • Respawn time reduced from 240 to 200
    • Reduced melee attack true damage bonus vs. objectives from 50 to 15
    • Reduced critical strike true damage bonus vs. objectives from 100 to 30


    Bug Fixes

    • Fixed a bug where his True damage bonus wasn’t working correctly


    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

    • Eldar infantry unit speed increased by 1 across the board
    • Bonesinger increased from 6 to 7
    • Dire Avengers increased from 6 to 7
    • Howling Banshees increased from 6 to 7
    • Shadow Spectres increased from 5.5 to 6.5
    • Rangers increased from 6 to 7


    Webway Gate

    • Requisition cost decreased from 150 to 125
    • Power cost decreased from 30 to 25
    • Speed bonus for non-elite infantry decreased from 3 to 2
    • Speed bonus for Vehicles, Wraith and Elite units remains unaffected


    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?

    We want to recapture some more of the hit-and-run flavour but still make Webway Gates feel worth their value.




    Dire Avengers

    • Dire Avengers range increased from 30 to 35



    Previously Dire Avengers were effective enough to deal with most situations such that there wasn’t much need to use other units until Tier 2. After we reduced their range and reduced the shield doctrine, we noticed their usage swung too far in the other direction. Giving back some of their range will allow them to exploit their speed even outside of webway range.




    Wraithblades

    • Increased Shields from 1725 to 1890
    • Increased Health from 1150 to 1260
    • Added passive melee charge on Wraithblades which has 10 range, a 10 second cooldown, lasts 5 seconds and grants 4 movement speed
    • Increased weapon range from 1 to 2



    These units weren't built very often. We did observe that they often have trouble getting into melee in a timely manner, and these changes should address that.




    Shadow Spectres

    • Power cost reduced from 30 to 15
    • Increased formation size



    These units had a very low build rate, which isn’t ideal for a unit that’s supposed to function as anti-vehicle. We think that the combination of the Eldar speed increase, a Power cost reduction and increased formation size should make them less susceptible to area of effect damage. This, in turn, will make them more viable.




    Autarch Kyre

    • Reduced speed of Eldritch Winds projectile from 15 to 12
    • After units are pulled to him, they are now knocked back, scattering them over a 15m area and preventing them from clumping on top of one another when landing



    We’re looking to address the counterplay and the way units are clustering so that his combo is a bit harder to land and not quite as devastating without support.




    Gretchin

    • Gretchin population cost reduced from 4 to 1



    Oops, we neglected to change the Gretchins’ population cost when we looked at all the other units.




    Shoota Boyz

    • Stikkbomb damage decreased from 90 to 60


    Doctrines

    • Tonz ‘o Bombz: Stikkbomb damage decreased from 90 to 60



    Shoota Boyz are a lot more viable now and while Stikkbombs are intended to deal more damage than other grenades, we want to reduce it a bit




    Nobz

    • Taunt radius reduced from 20 to 15



    Nobz are a really useful unit and we don’t want to do anything too drastic, but we do feel that their Taunt range makes it too easy to land on too many units.




    Stormboyz

    • Their upgraded Suicide Bomma from scrap will do less damage versus structures




    Kommando

    • Booby Trap damage type changed from Armour Piercing to True
    • Booby Trap damage is applied to the squad instead of individual entities


    Bug Fixes

    • Booby Trap FX have been adjusted to accurately show the blast radius



    We agreed with concerns that the Kommando's bomb damage was a bit too powerful, so we're changing this ability to be more consistent but less punishing at the same time. Instead of dealing 600 armor piercing damage to all units in a squad, it now deals 600 true damage to a squad.

    This means that it performs the same against vehicle targets, better against Normal armored Elites like Gabriel, Macha, and Gorgutz, and better against lower health squads. On the flip side, it won't wipe out entire healthy squads in one shot. While previously the ability did exactly enough damage to kill a full Nob squad, now it will only kill one member. These changes should help make the ability feel more fair.




    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

    • Fixed an exploit where users could change a Quick-Match game into an Annihilation game during the countdown




  • [ 2017-06-27 20:07:43 CET ] [ Original post ]

    Hotfix: June 21, 2017



    General


    • Fixed an issue where some instances of translated text would not display properly for clients running in non-English languages


    [ 2017-06-21 20:22:29 CET ] [ Original post ]

    Patch Notes: June 20, 2017



    [quote=Kat_RE]Hi everyone!


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

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

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

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

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

    Thanks again, and enjoy![/quote]



    New


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




    Gameplay

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


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




    Tactical Marine
    Doctrines

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


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




    Terminators
    Doctrines

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




    Imperial Knight Paladin
    Bug Fixes

    • Fixed an issue where Ion Shield sometimes failed to block certain shots




    Imperial Knight Solaria
    Bug Fixes

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




    Ranger
    Bug Fixes

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




    Fire Prism
    Bug Fixes

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




    General

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


    Campaign

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


    Multiplayer

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


    User Interface

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


    Art

    • Fixed an overlap issue on the Meganobz mastery skin





  • [ 2017-06-20 16:59:49 CET ] [ Original post ]

    Community Update: June 13, 2017



    Hey everyone!

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

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

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

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

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

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



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

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

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

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



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

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



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



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

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

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

    For the Emperor!


    [ 2017-06-13 19:01:02 CET ] [ Original post ]

    Hotfix: June 5, 2017

    SPACE MARINES


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


    BUG FIXES

    Campaign


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


    Performance


    • Fixed an issue where it was not possible to revert the exclusive_fullscreen Steam launch option when the argument was no longer present


    [ 2017-06-05 19:17:26 CET ] [ Original post ]

    Patch Notes: May 31, 2017

    PATCH OVERVIEW

    New


    • Leaderboards have been added


    Improved

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


    GENERAL

    Gameplay

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


    Escalation Phases

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


    Maps

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


    SPACE MARINES

    Servitor
    Bug Fixes

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



    Tactical Marine

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


    Bug Fixes

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


    Scout Sniper

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


    Doctrines

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


    Assault Marine

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


    Doctrines

    • Assault Leap: Damage reduced from 75 to 20


    Lascannon Devastator

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


    Whirlwind
    Bug Fixes

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


    Predator Destructor

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



    Kill Team Ironmaw

    • Ranged damage increased from 4 to 5
    • Melee damage increased from 6 to 8


    Bug Fixes

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


    Jonah Orion

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


    Gabriel Angelos

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


    Terminators

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


    Bug Fixes

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


    Venerable Dreadnought

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


    Imperial Knight Solaria

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


    Additional Changes

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


    Population

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


    ELDAR

    Bonesinger

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


    Dire Avenger

    • Range reduced from 40 to 30


    Doctrines

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


    Howling Banshee

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


    Doctrines

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


    Ranger

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


    Bug Fixes

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


    Fire Prism

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


    Bug Fixes

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


    Striking Scorpions

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


    Farseer Macha

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


    Bug Fixes

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


    Jain Zar

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


    Warp Spiders

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


    Wraithlord

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


    Doctrines

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


    Bug Fixes

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


    Additional Changes

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


    Population

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


    ORKS

    Gretchin
    Doctrines

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


    Boy
    Doctrines

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


    Shoota Boy

    • Health increased from 840 to 1000


    Tankbusta
    Doctrines

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


    Trukk
    Doctrines

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


    Deffkopta

    • Increased health from 450 to 550


    Killa Kan
    Doctrines

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


    Deff Dread
    Doctrines

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


    Big Trakk

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



    Stormboyz

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


    Doctrines

    • Kamakazee: Changed hotkey from Q to X


    Weirdboy Zappnoggin

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


    Mad Dread

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


    Gorkanaut

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


    Bug Fixes

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


    Additional Changes

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


    Population

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


    BUG FIXES

    Achievements

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


    Audio

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


    Campaign

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


    Save & Load

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


    Multiplayer

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


    Units & Abilities

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


    User Interface

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


    Art

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


    Offline Play

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


    Performance

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


    [ 2017-05-31 17:00:58 CET ] [ Original post ]

    Community Update: May 12, 2017

    Hey guys!

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

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

    Leaderboards

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



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

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

    Balance Update

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

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

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

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

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


    [ 2017-05-12 19:19:46 CET ] [ Original post ]

    Hotfix: May 10, 2017


    • Fixed a bug where Improved Webways could be equipped as an Elite Doctrine and as an Army Doctrine, causing an unintended effect on cooldown reduction.
    • Enabled Skull and Elite experience rewards for Steam Workshop community maps.


    [ 2017-05-10 23:31:53 CET ] [ Original post ]

    Hotfix: May 8, 2017


    • Fixed a bug where the game would only display resolution options for the secondary monitor in dual-monitor setups with varying screen resolutions


    [ 2017-05-09 01:30:18 CET ] [ Original post ]

    Patch Notes: May 8, 2017

    New


    • You can now surrender in multiplayer matches


    Improved

    • Ronahn’s Long Shot now shows a line on the minimap when aiming
    • Improved presentation in Player Profile screen


    Bug Fixes

    • Fixed assorted rare crashes
    • Fixed issue where a chat command (/leave) could cause a crash
    • Fixed broken link to modding wiki in Steam Workshop page
    • Fixed flow issues with quick-matching versus AI when in a party
    • Fixed potential progression blocker in Mission 17
    • Fixed issue with knockback in water
    • Fixed additional instances of ability usage visible through the fog of war
    • Fixed extra scrap being generated by drop pods after their wrecks were looted
    • Fixed text display issues in Steam Workshop
    • Fixed issue with Gorkanaut Rokkit Fist if you issued a move order immediately after using it
    • Disabled incorrectly active buttons during quick match countdown
    • Fixed issue with melee tie up of ranged units placed in melee stance
    • Jain Zar now has visual FX for her scream passive
    • Fixed issue where Bonesinger could become invisible if its Warp ability was canceled
    • Fixed occasional animation issues with Land Speeder crew
    • Eldritch Storm conduit can no longer capture heavy cover
    • Fixed shared cooldown on Bomb Squig and Rokkit Barrage abilities on Tankbustas
    • Fixed missing decor upgrades on Space Marine Stronghold building when player tiers up
    • Fixed missing visual FX on Jonah Orion’s Fury of the Ancients when inside the Stonewall created by Plant the Standard
    • Fixed issue where Elites could get trapped behind the colossus gate in Mission 13
    • Fixed issue where certain doctrines had no effect on units deployed via drop pod
    • Fixed issue where “Hide In-World UI” option applied to some campaign objects, causing progression blockers in Mission 7 and difficulty elsewhere
    • Fixed issue with certain missions reporting 0 XP earned
    • Fixed issue in which Shield Generator shields could be repaired by builder units
    • Fixed issue where Kill Team Ironmaw’s respawn time was not properly increasing when killed in multiplayer games
    • Fixed missing tooltips for Elites on post-match screen
    • Removed non-functional play button in Steam Workshop
    • Fixed issue where Macha’s mastery skin would permanently leave elements in the world after she was killed
    • Fixed issue where Campaign Map button on rewards screen had to be pressed twice to access that screen
    • Fixed issue where connected Webway Gates would not display FX
    • Fixed assorted camera stutters when skipping NISes
    • Fixed non-functional secondary highlight in Doctrine Selector in Elites screen
    • Fixed issue where Venerable Dreadnought Toss ability was not stunning infantry


    [ 2017-05-08 19:20:39 CET ] [ Original post ]

    Community Update: May 4, 2017

    Hi everyone!

    With one week – and millions of bodies – behind us, we want to say a huge thanks to each of you for joining us on the battlefield of Dawn of War III. After years of development behind the scenes, it’s a thrill to see you dive back into the universe, whether you’re ripping humies limb from limb, or are bringing down the hammer upon filthy xenos!

    So, what happens now? Well, our work doesn’t stop just because the game is out. We’ve been busy poring over all of your feedback and sharing your gameplay videos around the studio. Now that the game is in your hands, we’re excited to let you play a role in how it evolves. Welcome to the team!

    To that end, we’ve got some upcoming news for you below with more to come next week.

    Patch

    On Monday, we’ll get the ball rolling with our first patch. This will address some of the bugs and issues you’ve flagged with us (so long, invisible Bonesinger!) but will also include the addition of a Surrender option in Multiplayer. We give special props to those players who chase a comeback to the bitter end, but we certainly want to give you the option to concede. If you surrender, you’ll receive Skulls and experience as if you lost the match. Check back on Monday for the full patch notes!

    Servers

    On Tuesday, we’re taking aim at some of the input lag being reported. Thanks for your patience on this, and for sending in your feedback. We have servers in multiple regions around the world, but we've found that some players aren't connecting to the servers closest to them. On Tuesday, we'll start to refine which servers specific regions connect to based on latency data from the first week of play. We’re going to keep an eye on this and tune it over time.

    Balance

    Later this month, we’re rolling out our first balance patch. It’s too early to give specifics but right now we’re looking carefully at units that players are skipping over (looking at you, Tactical Marines…), abilities that seem harder to counter (ahem… Zapnoggin’s teleport), and the factors that affect whether you can come back from a loss in an early match skirmish (how escalation phases are working).

    Now’s the perfect time to let us know what you’re seeing, and how you’re playing. Striking the right balance takes time, but your feedback is really helpful.

    We’re watching, reading and listening. Keep it up!


    [ 2017-05-05 01:38:59 CET ] [ Original post ]

    Hotfix: May 2, 2017


    • Fixed a sync error in squad movement that was occurring in some multiplayer games
    • Fixed a crash that some players encountered in Mission 3 after destroying the last Waaagh! Tower
    • Fixed a crash that some players encountered in the tutorial missions when completing objectives too quickly
    • Fixed an uncommon crash that sometimes occurred when AI took over for a disconnected teammate in multiplayer


    Please re-launch Steam in order to apply the hotfix!


    [ 2017-05-02 19:22:55 CET ] [ Original post ]

    Hotfix: April 27, 2017


    • Fixed an issue where editing the graphics settings would not successfully apply changes.


    Please re-launch Steam in order to apply the hotfix.


    [ 2017-04-28 01:13:11 CET ] [ Original post ]