Warhammer 40,000: Dawn of War III cover
Warhammer 40,000: Dawn of War III screenshot
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Genre: Real Time Strategy (RTS), Simulator, Strategy

Warhammer 40,000: Dawn of War III

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

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

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.

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!

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!

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!

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For the Emperor!

Hotfix: July 11, 2017



General



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

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



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


Bug Fixes

  • Stun 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 Armour 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


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

Patch Notes: June 20, 2017



Hi everyone!


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

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

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

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

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

Thanks again, and enjoy!




New



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




Gameplay



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


Maps


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




Tactical Marine


Doctrines

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


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




Terminators


Doctrines

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




Imperial Knight Paladin


Bug Fixes

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




Imperial Knight Solaria


Bug Fixes

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




Ranger


Bug Fixes

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




Fire Prism


Bug Fixes

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




General



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


Campaign



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


Multiplayer



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


User Interface



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


Art



  • Fixed an overlap issue on the Meganobz mastery skin