Genre: Real Time Strategy (RTS), Simulator, Strategy
Warhammer 40,000: Dawn of War III
Community Update: June 13, 2017
Hey everyone!
It’s been a wild ride since the release of Dawn of War III – a game we loved making and are so glad to finally have in your hands. We’re thrilled to put out a new installment after an eight-year hiatus, we’re proud of the innovations we’ve made within the genre, and we think the game is full of potential.
But…we’re humans who have the internet. We know there are lots of you who don’t feel the same way. That matters. We make these games for you, and we need you in order to keep making games. So, let’s talk about where we go from here.
Dawn of War III was meant to reunite our Dawn of War and Dawn of War II fans with a bombastic, action-RTS packed with incredible heroes, giant space lasers, and whole, new planets made of things that go BOOM. While we’ve checked those boxes, it’s clear that those weren’t the only things that you were looking for. So, what now?
It started at launch by keeping our eyes and ears open. We spend a LOT of time on the forums, and just as much looking through the data on what you’re playing, and what you’re not. We’re using that to plot out our next steps and are hoping to share plans with you soon, and get you involved in how we bring them to life. But that takes time.
So, what happens in the short term? Great question…
ANNIHILATION MODE
To start, we’re going back to our roots with new multiplayer modes that challenge you to wipe out every last Waaagh Tower and Webway Gate to earn that victory screen. Get ready for Annihilation Mode. Wait, make that: Annihilation MODES.
Dawn of War I fans will feel right at home in Annihilation Classic. To win, you’ll need to destroy the core structures of your opponent. It’s tough, but we’ve added a couple tools to help you out: new doctrines that will let you build faction-specific turrets throughout the map.
Want a headstart? Load up Annihilation with Defenses to kick off the match with several of these turrets already installed throughout the map, buying you more time to build up your army. Both modes will be available in Custom Match for 1v1, 2v2, and 3v3.
We’ll be releasing a video on later this week with more information, and debuting the mode live on Twitch at 10AM PST on Friday, June 16th. Keep your eyes peeled!
TURRET DOCTRINES
And those fancy new turrets? You won’t need to hand in your hard-earned Skulls for them. We’ll release them unlocked, for all players, for use across all multiplayer modes. Turtlers rejoice! You’ll have new defensive strategies to play with, and against, in no time. Here’s your first look at one of them in action:
The turret doctrines won’t be available in campaign mode, but it is something we’re going to take a look at. No promises, but we’ll see what’s possible and get back to you.
NEW MAP: MORTIS VALE
All existing multiplayer maps have been retrofitted to play host to Annihilation showdowns, but we’re happy to share the brand new Mortis Vale map – a fresh battlefield to burn to the ground! We’ll share a closer look at Mortis Vale next week, but here’s just a taste of what to expect. And yes, this map will be equally available to load up in Power Core!
ENGINES OF ANNIHILATION
We’re sneaking one more treat in for you. Get ready to bring glory to the battlefield with the free Engines of Annihilation skin pack! Send out your super walkers in style with the House Raven skin for the Imperial Knight Paladin, the Exalted skin for the Wraithknight, and the Deathskulls skin for the Gorkanaut. We hope you like them!
This will all go live in our Annihilation Update on Tuesday, June 20th.
We know this is just a start, but it’s an important one. And it helps us say thanks to each and every one of you for playing, posting, and yes – even some of the yelling. It hasn’t fallen on deaf ears.
We’ll start with the Annihilation Update, we’ll keep listening, and together, we’ll keep moving forward.
For the Emperor!
Hotfix: June 5, 2017
SPACE MARINES
Fixed a bug where Solaria's Fire On Move doctrine did not take into account the recent damage increase for the Tactical Marines
BUG FIXES
Campaign
Fixed an issue where some in-game cinematics were playing at double speed in some cases
Performance
Fixed an issue where it was not possible to revert the exclusive_fullscreen Steam launch option when the argument was no longer present
Patch Notes: May 31, 2017
Hey guys!
We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates!
We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
New
Leaderboards have been added
Improved
Opponent AI
The Codex now includes all Elite units
Map changes
Balance update (multiplayer only, balance changes do not apply to the campaign)
Gameplay
Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes
Base Requisition rate increased from 260 per minute to 340 per minute
Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage)
Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage)
Escalation Phases
Phase 1: Increased refund on unit loss from 25% to 35%
Phase 2: Increased refund on unit loss from 15% to 25%
Phase 4: Decreased resource rate bonus from 50% to 25%
Maps
A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists
A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists
Stratum P2-8: Removed a Power Node from the middle Resource Point at the center of the map
Stratum P2-8: Added a Requisition add-on to the middle Resource Point near each base
Servitor
Bug Fixes
Fixed an issue where Servitors could see over some sight blockers
Tactical Marine
Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
Ranged damage increased from 2.85 to 4
Melee damage increased from 4.6 to 5.5
Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power
Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power
Bug Fixes
Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged
Fixed a bug that caused Tactical Marines to gain resources when Overcharged
Fixed a bug that prevented Tactical Marines from being able to melee when Overheated
Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod
Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously
We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.
Scout Sniper
Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons
Doctrines
Hidden: Now gains a 10-second speed boost after firing
A small quality of life improvement when using Scout Snipers will help them feel more agile in combat.
Assault Marine
Power Sword upgrade is now available at Tier 2
Power Sword upgrade cost changed from 75 Requisition / 75 Power to 125 Requisition / 125 Power
Jump charge generation time increased from 65 seconds to 90 seconds
Doctrines
Assault Leap: Damage reduced from 75 to 20
Assault Marines are supposed to be good at striking back line targets and objectives and generally forcing the enemy to engage on their own terms. In the hands of capable players, their offense was simply too effective, especially considering their ability to retreat. We've reduced the rate at which they generate Jump charges to give them more downtime and widen the window for counterplay.
Lascannon Devastator
Added a resource bar to display three tiers of beam intensity
Beam intensity will no longer decay when switching targets
Beam intensity will decay slowly when out of combat
Beam intensity will reset when stunned, knocked back, or placed into stasis
Beam intensity 1 damage increased from 1.5 to 1.875
Beam intensity 2 damage increased from 3 to 3.75
Beam intensity 3 damage increased from 5.5 to 6.5
Lascannon Devastators were seriously under performing in their role as the anti-vehicle backbone. They suffered too many disadvantages relative to their counterparts, with none of the show-stopping power.
Whirlwind
Bug Fixes
Fixed an issue where Whirlwinds using the Thunderhawk Redeployment doctrine would move back to their starting points
Predator Destructor
Health increased from 2250 to 2500
Area of effect increased from 3 to 5
Visual effects have been updated to match the new area of effect
We feel that although Predator Annihilators have a clear role, the same cannot be said for the Predator Destructors. Our changes give the unit more front line resilience and make it lean more heavily towards anti-infantry and anti-heavy infantry army compositions.
Kill Team Ironmaw
Ranged damage increased from 4 to 5
Melee damage increased from 6 to 8
Bug Fixes
Fixed a missing asset spawning when Kill Team Ironmaw was killed during teleport
We're happy with how balanced Kill Team Ironmaw feels in the early game, but they needed a slight nudge in contrast to Striking Scorpions and Stormboyz.
Jonah Orion
Max number of units hit per squad by Fury of the Ancients decreased from unlimited to 5
We wanted to bring Jonah in line with the other changes we've made to other Elites that hit the battlefield around the same time - namely, the Weirdboy and Farseer Macha.
Gabriel Angelos
Removed knockback from Critical Strike
Critical Strike (passive) damage increased from 80 to 85
We are pretty happy with where Gabriel is, but felt he had just a bit too much lockdown. Changes to Critical Strike will stop him from having too many disruption tools without sacrificing his damage output.
Terminators
Added knockback on Teleport arrival
Decreased the speed it takes to fire a full volley of Cyclone Missile Barrage from 8 seconds to 4 seconds
Bug Fixes
Fixed an issue where the Terminator's Devastation doctrine was not applied to units deployed via Drop Pod
We feel that Terminators needed a few small tweaks to make them worth the cost, especially considering how easily they can be shut down with melee tie up.
Venerable Dreadnought
Maximal Charge can no longer be intercepted by enemy units in-between the Venerable Dreadnought and its target
Ranged damage increased from 240 to 350
Though the Venerable Dreadnought's abilities are quite powerful on their own, its ranged damage was too low given the Elite Point cost. We've also added a quality of life improvement that should make Maximal Charge more reliable.
Imperial Knight Solaria
Removed the slow from Gets Hot!
Attack range increased from 40 to 45
Gatling Barrage knockback increased from 8 to 12
Gatling Barrage range increased from 45 to 55
While Solaria has high potential, she is also the most costly Space Marine Elite to field. More drawbacks and limited mobility caused players to favour the Imperial Knight Paladin. In particular, the slow on Gets Hot! felt like it was hampering an otherwise cool gameplay moment. Instead, it will function more like a Fury mechanic, where you are rewarded for keeping her in combat.
When overheated, Gatling Barrage knocks back enemies. However, the knockback range wasn't large enough to force enemies into the Gatling Barrage area of effect. This change will make this combo much more reliable.
We've tweaked the range of Ironstorm Missiles to make it a bit harder to catch Solaria unaware.
Additional Changes
Increased shields granted by Plant The Standard from 350 to 450
Drop pod damage versus buildings currently under construction from 1750 to 350
Tip of the Spear: Units must be out of combat for 20 seconds before being able to reinforce from a Listening Post
Population
Servitor: Decreased from 2 to 1
Assault Marines: Increased from 10 to 13
Scout Snipers: Decreased from 10 to 9
Heavy Bolter Devastators: Increased from 9 to 11
Lascannon Devastators: Increased from 9 to 10
Landspeeders: Increased from 10 to 13
Dreadnought: Decreased from 18 to 17
Predator Annihilator: Decreased from 18 to 17
Predator Destructor: Decreased from 18 to 17
Whirlwind: Increased from 10 to 12
Bonesinger
Warp now starts on cooldown when the unit is first spawned in
Warp range decreased from 100 to 70
Bonesingers gave the Eldar too much early advantage by capturing points and setting up early Webways.
Dire Avenger
Range reduced from 40 to 30
Doctrines
Avenger Shield: Shields reduced from 20% to 10%
Players were often able to survive simply with Dire Avengers, allowing for an easy transition to late game units like Falcons. Dire Avengers had far too many strengths with Eldar faction mechanics (like Fleet of Foot and Battle Focus) that made them vastly superior to other units right out of the gate. We've made some changes that will force Eldar players to put Dire Avengers at greater risk when engaging in combat.
Howling Banshee
Quick Strike cost changed from 100 Requisition / 60 Power to 75 Requisition / 50 Power
Quick Strike damage reduced from 65 to 30
Doctrines
Hunt: When in stealth, Quick Strike will reveal you in the casting phase
Hunt: Speed bonus no longer stacks with Fleet of Foot
Hunt: Damage bonus reduced from 100% to 25%
Reflective Strike: Instead of being invulnerable, Howling Banshees take half damage
We fixed some unintended damage stacking that was coming from Quick Strike. Additionally, a combination of Taldeer's Reflective Strike doctrine and the Striking Scorpions' presence doctrine made Banshees too tough as a Tier 1 unit.
Ranger
Cost changed from 330 Requisition / 15 Power to 330 Requisition / 20 Power
Cost to unlock changed from 100 Requisition to 125 Requisition / 25 Power
Bug Fixes
Fixed a bug where additional firing would not reset their stealth revert timer
We increased the amount of power required to field Rangers so that if you're bringing a lot of squads into battle, you'll have to be okay with delaying your tech progress. This should help cut down on the dreaded "Ranger spam" and make it more costly when you mismanage and end up losing them.
Fire Prism
Cost changed from 100 Requisition / 375 Power to 100 Requisition / 325 Power
Ranged damage increased from 275 to 320
Superheated damage type changed from Normal to True
Superheated damage increased from 100 to 150
Superheated activation time reduced from 3 seconds to 2 seconds
Removed knockback from Superheated
Bug Fixes
Fixed an issue where units could not teleport out of a Fire Prism attack
Fire Prisms needed more presence in the late game, so we have transitioned their role to be better against slow or static, heavily-armoured units - such as structures, Nobz, and Wraithblades.
Striking Scorpions
Health reduced from 1620 to 1350
Shields reduced from 1080 to 900
Hunt damage bonus reduced from 100% to 25%
Speed bonus from Hunt only stacks with Fleet of Foot up to 33%, down from 100%
Hunt tooltip now displays speed and damage bonuses
Critical Strike (passive) damage type changed from True to Normal
Farseer Macha
Psyker Blast damage decreased from 150 to 125
Psyker Blast damage mitigation increased from 50% to 75%
Bug Fixes
Fixed an issue where Macha's Last Chance doctrine would not affect Elite squad members who spawn through healing
Jain Zar
Silent Death initial damage reduced from 100 to 75
Silent Death return damage increased from 250 to 275
Changed the visual effects when Silent Death is on its return path
Silent Death tooltip now displays the difference in damage when Jain Zar's triskele is returning
Warp Spiders
Slow mines activation time decreased from 7 seconds to 3 seconds
Wraithlord
Wraith Recall tooltip now displays the number of squads that will be teleported during its casting phase
Doctrines
Wraith Recall: Range reduced from global to 100
Wraith Recall: Can now only teleport up to 10 units, instead of an unlimited amount
Bug Fixes
Fixed a bug where the Wraithlord's Ethereal Wall would not always block projectiles
Additional Changes
Edlritch Storm: True damage per tick reduced from 5 to 2.5
Eldritch Storm: Lightning bolt delay decreased from 0.75 to 0.25 in Conduit form
Webway Gates health decreased from 700 to 600
Fixed an issue where destroying a connected Webway while it relocates could prevent any further Webways from being connected
Improved Webways: No longer allows Webway Gates to relocate in Tier 1
Improved Webways: Health regeneration can now only occur after 10 seconds of being out of combat
Improved Webways: Relocation cast time increased from 4 seconds to 10 seconds
Population
Dire Avengers: Increased from 6 to 8
Howling Banshees: Increased from 10 to 11
Dark Reapers: Increased from 8 to 11
Rangers: Increased from 8 to 9
Shadow Spectres: Increased from 9 to 12
Wraithblades: Increased from 12 to 16
Vyper: Increased from 5 to 9
Falcon: Increased from 12 to 17
Fire Prism: Increased from 15 to 19
ORKS
Gretchin
Doctrines
Find the Goods: Places a single mine on top of the Scrap pile that you teleport to
Find the Goods: Now stealths for 15 seconds, or until detected
Boy
Doctrines
Get 'Em Boyz: Decreased Shout speed bonus stacking with WAAAGH! from 100% to 50%
Shoota Boy
Health increased from 840 to 1000
Tankbusta
Doctrines
Squig Bomb Mine: Now functions like a squig bomb and only becomes a mine if it can't find a target
Trukk
Doctrines
Suicide Bomma: Damage reduced from 350 to 200
Suicide Bomma: Damage versus objectives reduced from 350 to 100
Suicide Bomma: Max number of units hit per squad decreased from unlimited to 5
Deffkopta
Increased health from 450 to 550
Killa Kan
Doctrines
Long Range Rokkit: The number of rokkits remains visible on the health bar under more cases
Long Range Rokkits: Rokkits should only travel a certain distance and expire after a duration
Deff Dread
Doctrines
Bigga Scrap Shield: Shields increased from 300 to 500
Bigga Scrap Shield: Duration increased from 5 to 10 seconds
Big Trakk
Cost changed from 100 Requisition / 350 Power to 100 Requisition / 325 Power
Salvage cost changed from 50 Requisition / 175 Power to 50 Requisition / 165 Power
Kill 'Em Far now applies a slow to vehicles, instead of a stun
Stormboyz
Suicide Bomma's damage versus objectives reduced from 350 to 175
Max number of units hit per squad decreased from unlimited to 5
When upgraded with scrap, Suicide Bomma's damage versus objectives reduced by 50%
When upgraded with scrap, Suicide Bomma won't explode unexpectedly over certain types of terrain
Doctrines
Kamakazee: Changed hotkey from Q to X
Weirdboy Zappnoggin
Damage type changed from Normal to True
Area of effect damage removed from ranged attack
Scrap Blast shields increased from 200 to 225
Max number of units hit per squad by Scrap Blast decreased from unlimited to 5
Ere We Go no longer does damage
Fist of Gork travel time used to be varied, is now a flat rate of 3.5 seconds
Mad Dread
Health increased from 4250 to 4750
Tunnel cooldown decreased from 45 seconds to 30 seconds
Gorkanaut
Ranged damage increased from 15 to 20
All Da Dakka damage increased from 80 to 100
Bug Fixes
Fixed an issue where All Da Dakka did no damage to Shield Generators
Fixed an issue with cancelling the Gorkanaut's Rokkit Fist ability
Fixed a bug where the Gorkanaut's Loot would not always work
Additional Changes
Fixed an issue where Roks could become unresponsive if picked up and dropped
Population
Boyz: Decreased from 8 to 7
Shoota Boyz: Increased from 8 to 9
Nobz: Decreased from 25 to 16
Deffgun Lootas: Increased from 8 to 9
Tankbustas: Increased from 6 to 10
Trukks: Increased from 8 to 9
Deffkoptas: Increased from 5 to 7
Killa Kans: Increased from 10 to 11
Deff Dreads: Increased from 12 to 15
Big Trakks: Increased from 18 to 19
Achievements
Fixed assorted issues with achievements not being awarded when completing the campaign
Audio
Fixed several issues with odd audio bursts when restarting missions or progressing to certain post-mission screens
Fixed incorrect sound effects on Sky Portal death
Fixed missing sound effects on Ork Shoota Boyz
Fixed an issue with the level up sound effects playing on repeat
Fixed an issue where setting Voice volume to zero was not silencing unit barks
Campaign
Fixed an issue where mission progress wasn't properly carried over between PCs
Fixed an issue where Assault Marines could bypass a gate in Mission 1
Fixed an issue when respawning Gorgutz in an unplayable space in Mission 2
Fixed an issue with Eldar attackers not assaulting the player's base in Mission 4
Fixed missing animation on a bridge in Mission 4
Fixed missing dialogue at the end of Mission 4
Fixed a rare bug that would block progression when defending your base in Mission 5
Fixed issues with deck gun effects and sound effects when loading a save in Mission 7
Tuned Diomedes' health in Mission 8
Fixed an issue where units joining the player could become hostile in Mission 11
Fixed an issue with Wazmakka's behaviour when attacked from range in Mission 12
Fixed an issue with debrief imagery in Mission 12
Fixed an issue with stacking Webway Gates in Mission 13
Fixed a rare crash when destroying the first Webway Gate in Mission 14
Fixed an issue with missing health bars on some units in Mission 16
Fixed an issue with missing objective indicators in Mission 16
Fixed an issue where Elites would not gain experience at the end of Mission 16
Fixed issues with damage from Mission 17's boss's swipe attacks
Fixed issues with boss behaviour in Mission 17
Save & Load
Fixed an issue where incorrect Elites could appear in some save games
Fixed an issue where Jonah Orion's Stonewall ability would become invisible when loading into a game saved while the ability was active
Multiplayer
Fixed an exploit where follow camera (') could be used to track enemy stealth units and units hidden in the fog of war
Fixed an issue where paused AI games were not actually paused
Units & Abilities
Fixed a broken interaction between Wazmakka's Traktor Beam and Stormboyz' Suicide Bomma
Fixed an animation glitch on the Striking Scorpions
Fixed an issue where players could force units out of a Falcon transport ship over a chasm, instantly killing them
Fixed an issue where Kyre's Eldritch Winds could move Deathstorm Drop Pods
Fixed an overly large hit box on the Doctrine Chapel
User Interface
Fixed stacking debuff icons caused by Gorgutz' melee attacks
Fixed inconsistencies with audio and video options and forced restarts
Adjusted several incorrect ability and upgrade icons
Fixed an issue where some tooltips would be missing text for non-deployed Elites
Fixed incorrect behaviour on several gameplay UI options
Updated the reticule for the Imperial Knight Paladin's Reaper Chainsword Sweep
Art
Fixed additional instances of effects seen through the fog of war
Fixed an issue where Shadow Spectre's beam animation would not pause when the game paused
Fixed missing effects on Kill Team Ironmaw squad member with the missile launcher
Fixed missing effects on the Temporal Mine ability
Fixed missing effects when the Venereable Dreadnought is destroyed
Fixed timing issues on destruction effects for resource add-ons
Fixed an issue where the effects and sound effects for Pin did not end
Fixed an issue with persistent teleport effects when the target building is destroyed
Offline Play
Fixed assorted crashes and soft locks caused by losing internet connection during various screen transitions
Performance
Improved performance on 4K monitors in various option and info screens
Improved performance when using the Roks ability
Community Update: May 12, 2017
Hey guys!
We’re back to offer a closer look at the next game patch scheduled to go live in just a few short weeks. Start looking forward to the introduction of Leaderboards and our first set of balance changes!
We’re already busy testing and tuning to get everything ship shape so we can roll it out on May 24th. In the meantime, here’s a little more information on each!
Leaderboards
What good is battlefield domination if you can’t rub it in the faces of your friends and foes? While not every player is in the game to make a name for themselves, we know lots of you can’t wait to show off your standing in the upcoming addition of Leaderboards.
Since we launched, we’ve had background systems tracking your wins and losses to help you match up with players of a similar skill level. Our new Leaderboards and Player Profiles are going to surface that information to give you an idea of where you stand in the community-wide race for domination.
You’ll be able to see your standing in 1v1, 2v2, or 3v3, or compare how your ratios hold up across the three factions. Plus, check out the most popular Elites used by the top players!
Balance Update
One of our goals for multiplayer is for victory to mean you’ve consistently outplayed your opponent from start to finish, instead of just crippling them in the first five minutes. A few early game defeats shouldn’t lose you the match.
With this in mind, we’ve focused on feedback where counterplay, unit effectiveness, or escalation mechanics could put you at a disadvantage against players of a roughly similar skill level.
We’ve reviewed every unit and even how some of the bigger pieces fit into the puzzle, like super abilities and escalation phases. We’re validating the changes in in testing now, but so far, so good. We’re confident the update will make each match feel more active, more competitive, and more fun.
That said, there are still going to be some squishier units, Elites whose effectiveness drops off, or abilities that feel OP (gasp!). In these cases, they’re serving their intended purpose under the right command, or are vulnerable to counter strategies that we’re excited for you to discover.
That’s a taste of what’s next for Dawn of War III, but we’re not stopping there. We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
Hotfix: May 10, 2017
Fixed a bug where Improved Webways could be equipped as an Elite Doctrine and as an Army Doctrine, causing an unintended effect on cooldown reduction.
Enabled Skull and Elite experience rewards for Steam Workshop community maps.
Hotfix: May 8, 2017
Fixed a bug where the game would only display resolution options for the secondary monitor in dual-monitor setups with varying screen resolutions
Patch Notes: May 8, 2017
New
You can now surrender in multiplayer matches
Improved
Ronahn’s Long Shot now shows a line on the minimap when aiming
Improved presentation in Player Profile screen
Bug Fixes
Fixed assorted rare crashes
Fixed issue where a chat command (/leave) could cause a crash
Fixed broken link to modding wiki in Steam Workshop page
Fixed flow issues with quick-matching versus AI when in a party
Fixed potential progression blocker in Mission 17
Fixed issue with knockback in water
Fixed additional instances of ability usage visible through the fog of war
Fixed extra scrap being generated by drop pods after their wrecks were looted
Fixed text display issues in Steam Workshop
Fixed issue with Gorkanaut Rokkit Fist if you issued a move order immediately after using it
Disabled incorrectly active buttons during quick match countdown
Fixed issue with melee tie up of ranged units placed in melee stance
Jain Zar now has visual FX for her scream passive
Fixed issue where Bonesinger could become invisible if its Warp ability was canceled
Fixed occasional animation issues with Land Speeder crew
Eldritch Storm conduit can no longer capture heavy cover
Fixed shared cooldown on Bomb Squig and Rokkit Barrage abilities on Tankbustas
Fixed missing decor upgrades on Space Marine Stronghold building when player tiers up
Fixed missing visual FX on Jonah Orion’s Fury of the Ancients when inside the Stonewall created by Plant the Standard
Fixed issue where Elites could get trapped behind the colossus gate in Mission 13
Fixed issue where certain doctrines had no effect on units deployed via drop pod
Fixed issue where “Hide In-World UI” option applied to some campaign objects, causing progression blockers in Mission 7 and difficulty elsewhere
Fixed issue with certain missions reporting 0 XP earned
Fixed issue in which Shield Generator shields could be repaired by builder units
Fixed issue where Kill Team Ironmaw’s respawn time was not properly increasing when killed in multiplayer games
Fixed missing tooltips for Elites on post-match screen
Removed non-functional play button in Steam Workshop
Fixed issue where Macha’s mastery skin would permanently leave elements in the world after she was killed
Fixed issue where Campaign Map button on rewards screen had to be pressed twice to access that screen
Fixed issue where connected Webway Gates would not display FX
Fixed assorted camera stutters when skipping NISes
Fixed non-functional secondary highlight in Doctrine Selector in Elites screen
Fixed issue where Venerable Dreadnought Toss ability was not stunning infantry
Community Update: May 4, 2017
Hi everyone!
With one week – and millions of bodies – behind us, we want to say a huge thanks to each of you for joining us on the battlefield of Dawn of War III. After years of development behind the scenes, it’s a thrill to see you dive back into the universe, whether you’re ripping humies limb from limb, or are bringing down the hammer upon filthy xenos!
So, what happens now? Well, our work doesn’t stop just because the game is out. We’ve been busy poring over all of your feedback and sharing your gameplay videos around the studio. Now that the game is in your hands, we’re excited to let you play a role in how it evolves. Welcome to the team!
To that end, we’ve got some upcoming news for you below with more to come next week.
Patch
On Monday, we’ll get the ball rolling with our first patch. This will address some of the bugs and issues you’ve flagged with us (so long, invisible Bonesinger!) but will also include the addition of a Surrender option in Multiplayer. We give special props to those players who chase a comeback to the bitter end, but we certainly want to give you the option to concede. If you surrender, you’ll receive Skulls and experience as if you lost the match. Check back on Monday for the full patch notes!
Servers
On Tuesday, we’re taking aim at some of the input lag being reported. Thanks for your patience on this, and for sending in your feedback. We have servers in multiple regions around the world, but we've found that some players aren't connecting to the servers closest to them. On Tuesday, we'll start to refine which servers specific regions connect to based on latency data from the first week of play. We’re going to keep an eye on this and tune it over time.
Balance
Later this month, we’re rolling out our first balance patch. It’s too early to give specifics but right now we’re looking carefully at units that players are skipping over (looking at you, Tactical Marines…), abilities that seem harder to counter (ahem… Zapnoggin’s teleport), and the factors that affect whether you can come back from a loss in an early match skirmish (how escalation phases are working).
Now’s the perfect time to let us know what you’re seeing, and how you’re playing. Striking the right balance takes time, but your feedback is really helpful.
We’re watching, reading and listening. Keep it up!
Hotfix: May 2, 2017
Fixed a sync error in squad movement that was occurring in some multiplayer games
Fixed a crash that some players encountered in Mission 3 after destroying the last Waaagh! Tower
Fixed a crash that some players encountered in the tutorial missions when completing objectives too quickly
Fixed an uncommon crash that sometimes occurred when AI took over for a disconnected teammate in multiplayer
Please re-launch Steam in order to apply the hotfix!
Hotfix: April 27, 2017
Fixed an issue where editing the graphics settings would not successfully apply changes.
Please re-launch Steam in order to apply the hotfix.