Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Dawn of War - Rework v2 (+DISCONTINUED+)
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Update: 22 Apr, 2018 @ 2:15pm

OK... Eldar FAIL. They simply have far too many problems, and are perhaps the race that is the most sensitive to balance changes, due to their strange perks (battle focus) and play style. Also their tendency to deal burst damage is troubling to balance, as it is not predictable steady DPS. I am trying to make them more competitive, as currently I am seeing them fail in every video, and no one seems to be playing them. In my humble opinion I hate the idea of Battle Focus. If it were up to me, all shield health in the game would only mitigate Ranged Damage and not melee, and Eldar would have normal HP. IMO only the TAU should rely heavily on shields and shooting. However removing battle focus shields from Eldar would be very hard to balance… yes it is too early for that.

Dire Avengers
- DPS Ranged 3.7 > 3.9
- ALLOWED OVERKILL WEAPON TRAIT. (if true, applys full damage to the squad's health, even if it results in multiple entity deaths / critical)
- This will put that DPS to work.

Shuriken Turret
- HP 1000 > 1250
- MAX SPEED 4.5 > 5.5
- No longer requires Soul Shrine, but requires warrior portal.
- Hopefully they are now easier to use/make, as they can be sorely needed against mobs.

Shadow Spectres
- SHOULD WORK NOW
- Now requires T2
- Please work…

Dark Reapers
- Now does not require T2, but requires soul shrine
- Power Cost 10 x4 > 5 x4
- The Reapers simply came TOO LATE, to the party to be useful. Also they are a bit too expensive.

Vyper Jetbikes
- Now comes in a squad of 3
- Now can be reinforced in order to cut costs of reinforcement
- Power cost > 100 x1 > 90 x3
-They were seeing very little use, and hopefully this makes them more survivable and cost friendly, to keep them skirmishing throughout the game, because they can now reinforce. If you are unaware, reinforcing units is 25% cheaper than purchasing new ones. However they are expensive to field at first, because they come in a formation of 3.

Wraith Guard
- Cost (REQ 60 - POW 58.33334) x3 > (REQ 100 - POW 100) x3
- DPS Ranged200 > 250
- MAX SPEED 3 > 4 (Movement Acceleration 0 > 2) (Movement Deceleration 0 > 4)
- Now they shall be faster and not march at the same pace.
- ALLOWED OVERKILL RANGED WEAPON TRAIT. (if true, applys full damage to the squad's health, even if it results in multiple entity deaths / critical) P.S This includes the anti infantry doctrine!

Wraith Blades
- Cost (REQ 60 - POW 75) x3 > (REQ 150 - POW 90) x3
- HP 420 > 450
- ALLOWED OVERKILL MELEE WEAPON TRAIT. (if true, applys full damage to the squad's health, even if it results in multiple entity deaths / critical)
- Melee attacks now apply suppression (slow)
- MAX SPEED 4 > 7.5 (Movement Acceleration 0 > 2) (Movement Deceleration 0 > 4)
- Now they shall be much faster and will rampage!
- Receives %50 less damage when using Charge ability.

Warp Spiders
- DPS RANGED 8 > 10

Update: 2 Apr, 2018 @ 9:47pm

Shuriken Turret Weapon DPS 7 > 8
Dire Avenger Weapon DPS 3.5 > 3.7
Dire Avenger Requisition Cost 55 > 60 x6
Falcon Transport Weapon DPS 45 > 50 (AOE max units hit 4 > 5)
Dark Reaper Weapon DPS 10 > 12 (AOE DPS 20% > 40%, max units hit from infinite > 5, for killing Space Marines)
Dark Reaper Cost REQ 150 > 160, POW 0 > 10 x4
Dark Reapers moved to Tier 2
Shadow Spectres returned to Warrior Portal. Mod tools are too buggy, and they disappeared from the Webway again.
Warp Spiders moved to HQ.
Fire Prism Power Cost 325 > 350

Ork Boy HP 120 > 110 x16
Ork Shoota Boy HP 93.75 > 88 x16

Kill Team Ironmaw is still MIA. OMG WTF HAPPENED.

Anyways the point of this update is that Eldar appeared to be struggling, especially against the Orks. Although the Shuriken Turret provides strong AOE damage, it was slightly underperforming, in keeping Ork mobs contained. Also the Dark Reapers are in a weird spot right now, since it appears to be in a conflict of roles with the Shuriken Turret. My intention is for the turret to counter large infantry mobs, hence why I buffed Dark Reaper DPS, and limited the damage they can deal to 5 units in a squad. Since Dark Reapers are notorious for killing Tactical Marines. I was also too harsh on the Dark Reapers with my earlier nerfs. However they did things other units could not, and had high TRUE damage.

I also slightly buffed the Dire Avengers DPS but they cost more now. Dire Avenger DPS output is questionable and will need further monitoring.

Last but not least, I took a small hit at the HP of Ork Boyz and Shootaz, because the Orks are too strong early game. The most effective way to fight Orks was to rush AOE damage units. This change will lower their advantage, hopefully without making them useless.

Update: 11 Mar, 2018 @ 1:21pm

-Fixed a bug where DeathWatch Predator would cause the game to crash, when Machine Cult was constructed. No doubt connected to the issue of Kill Team Ironmaw.

-Also Bots have this tendency to stupidly run ranged infantry into melee. Flash Gitz now have no melee weapon, so bots will use them as intended, for ranged combat. (Note: This also means Flash Gitz cannot be tied up in melee combat. So have fun with that...)

-Boyz Shout ability now reinforces 6 boyz instead of 3.

Update: 11 Mar, 2018 @ 1:06pm

Update: 11 Mar, 2018 @ 3:12am

Update Time!

First of all, KILL TEAM IRONMAW is currently MIA, and cannot be used in this mod.
THE POWER RESOURCE rate has been increased from 0.05208333 to 0.104.

Now let’s talk computer opponents. For you bot bullies out there. Normal and Hard bots now get a resource multiplier buff. Ork bots now get so crazy that my game sometimes crashes.
Vanilla Normal Bot
Resource Rate: REQ +150%, POW +150%, ELITE +100%
STARTING BONUS: REQ +0, POW +0, ELITE +0

Vanilla Hard Bot
Resource Rate: REQ +160%, POW +160%, ELITE +100%
STARTING BONUS: REQ +0, POW +0, ELITE +0

VS…

Mod Normal Bot
Resource Rate: REQ +400%, POW +150%, ELITE +100%
STARTING BONUS: REQ +0, POW +0, ELITE +0

Try Hard Bot
Resource Rate: REQ +800%, POW +300%, ELITE +200%
STARTING BONUS: REQ +750, POW +50, ELITE +1
Have fun.

Now lets talk about bug fixes.
-Fixed Macha not having Psyker Blast ability.
-Fixed Striking Scorpions (trained from Webway)
-Fixed Shadow Spectres (trained from Webway)
-Fixed Wraith Knight (Can now be trained at HQ)
-Fixed Annihilation Eldar HQ turrets not firing.

Now lets talk about stat changes.
-Dark Reaper AOE DPS nerf.
-HB Devastators now cost +30 Power.
-Objectives such as the Shield Generator, Turret, and Power Core can now be repaired.
-Objectives HP increased by +100%.
-All unit production buildings and HQs, have HP increased by +100%.
-Probably much more... but I do not remember...

Update: 11 Feb, 2018 @ 3:28pm

Fire Prism blast does lots of Anti armor damage. 
Shadow Spectres cloak.
KTIM brother Leon gets assault cannon.
KTIM demolitions man can now detonate mines on scrap like a kommando. 
Sternguard Space Marines added, they can equip both flamer and missile launcher at same time.
Ork Pain Boy added, can repair infantry units. 
Hopefully nerfed the shit out of KTIM vortex grenade dps, I deleted the files so it should be vanilla. 
KTIM which were obviously OP now cost 6 elite points, finally found out how to do this. 
Jain Zar has fleet of foot aura.
Various stat changes, and number tweaks, such as making spectres stronger but cost more etc.
I think there may even be a test Ronahn unit in the mix which should not be there. 
Killa Kans and Wazmakka can repair vehicles. 
Lots more stuff, I am not doing full patch notes anymore. Especially for a dead game. 
I do not enjoy writing essays. 

Morale Broken

Update: 29 Dec, 2017 @ 8:49pm

Update: 20 Dec, 2017 @ 3:41am

Update: 19 Dec, 2017 @ 2:40am

LOL Patch notes are TOO LONG TO BE POSTED HERE!

Patch 12 notes will be listed in the discussions section.

Update: 21 Nov, 2017 @ 1:28am