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