Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Exodus 2021 v1.4
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Update: 7 Apr, 2018 @ 4:41am

v0.7.1

Previous upload was the wrong version.

Update: 7 Apr, 2018 @ 4:38am

v0.7



Wraithguard can now fire on the move.

Explanation: Since these guys have such a large wind up this will make them play a little better. I don't think it will change their playstyle all that much as they are still very slow and their projectile only travels so far.


Bugfixes:
Heavy Bolter power cost now rounds to 40 power rather than 39

Dire Avenger pop cap now rounds to 7 and not 8

Kill Kan now properly gets all 6 rockets instead of 5, which fixes the Mad Dredd Command doctrine not providing the shield when upgraded with Scrap

Landspeeder now tracks targets better when upgraded with the multimelta, allowing the second heavy bolter to function as intended.

Battlewagon no longer needs to continue looting scrap to throw units.

NOTE: Still trying to fix the ability to work as Relic intended. But for now everytime the Wagon throws units it will throw the artillery and looting Scrap has no real effect.




Update: 27 Mar, 2018 @ 11:52am

v0.6

Healing Waaagh now only heals infantry and vehicles. Structures and other entities (i.e Scrap piles) are no longer healed.
Wraithlord Ghostglaive damage type changed from Armour Piercing to True
Burning Buzzsaw damage reduced.
Battlewagon Throw(No Scrap) Reticule Enlarged for better visibility


More UI/tooltip updates for Power Core and Escalation Phases.



Known Bugs:
Still some tooltips that aren't updated properly.
Battlewagon Scrap throw now is always in effect. Currently picking up scrap doesn't unlock any additional capabilities. But now the unit can atleast be used as intended. Still trying to figure out why it drops the unit if you have scrap charges.

Update: 26 Mar, 2018 @ 11:24am

v0.5

Base Power income increased from +24 to +36
Base Turret Stun now puts units into Stasis for 16 seconds instead of Stunning.

Tooltips updated for the mod changes.
Housekeeping for UI so that abilities don't shuffle around with different loadouts. (Mainly for Gretchins and Rangers with doctrines)
Hotkey for Repair ability for all builders changed to "R"
Gretchin reinforce ability moved to "F" slot.


Defensive Turrets no longer require the doctrine in order to be built.
The doctrines still exist but currently do nothing. In the future these will provide bonuses to the turrets but for now don't use them unless you want to waste a doctrine slot.


Fire Prism Cannon damage reduced from 320 to 275
Fire Prism cost changed from 100/325 to 125/300


Battlewagon Cannon damage increased from 6 to 18. (Primarily beneficial vs targets that cannot be picked up and slammed)

Whirlwind Barrage now has a telegraph in the target area indicating where it will strike.

Update: 25 Mar, 2018 @ 2:35pm

v0.4
Bug Fixes:
Liftadroppa no longer has 1 hp, restored to vanilla stats.

Economy:
Resource Node Upgrade effectiveness increased from 33% to 50%
Escalation Phases increase all resource income by 20% per phase increase.
Elite point generator cost now scales again with amount of generators like it originally did.

Balance
Eldritch Storm slow effect reduced in both storm and conduit form.

Update: 25 Mar, 2018 @ 9:25am

V0.3
Bug Fix:
Mass Recall functionality restored until I can make it work the way I want


Balance Pass on late game Elites:
The goal here is to reduce some of the burst damage from late game elites without making them useless. Some elites could do an absolutely absurd amount of damage if you failed to dodge an ability which can make the late game feel a little awful. These elites still have a ton of utility and support abilities in addition to their damage output, but they are no longer absolute gods. Please note that I can't edit the new elites (Wraithseer and Ironclad dreadnought) so unfortunately they may present balance outliers.


Ven Dread Maximal Charge damage reduced from 800 to 400
Maximal Charge cooldown increased from 30 seconds to 60 seconds
Terminators Presence
Paladin Ion Shield duration reduced from 20 seconds to 10 seconds
Paladin piercing shot damage reduced from 500 to 350
Piercing shot Aoe increased from 4 to 8
Solaria Ironstorm Missle damage reduced from 350 to 200
Gorkanaut Rokkit Fist damage reduced from 2000 to 800
Beauty Rokkit fist damage reduced from 2000 to 800
Beauty Megablast damage reduced from 500 to 350
Beauty Kustom Forcefield Damage reduced from 125 to 75
Wraithknight Focused Beam damage reduced from 300 to 150
Taldeer Ghostglaive Damage reduced from 550 to 300

Other Balance changes:
Macha's Stasis ability duration reduced from 30 seconds to 15 seconds


Listening Post Build time increased from 45 seconds to 60 seconds
Listening Post hitpoints reduced from 2200 to 1000

Reasoning: Listening Posts are a little too cost effective, especially as the game drags on. By making them more fragile and take longer to build it will make economy more vulnerable.

Escalation Phase changes:
[EXPERIMENTAL SUBJECT TO REVERT]
Escalation phases no longer boost income. Now the only way to make more money is to control more resources or upgrade your existing resource points.


Update: 27 Feb, 2018 @ 8:02pm

V0.2

Gameplay:

Shield Generator health reduced from 3000 to 2500
Turret Health reduced from 2500 to 2000
Resource Upgrades now increase resource income by 33% from 25%
Mass Recall no longer affects worker units.


Structures:
Arsenal health reduced from 3000 to 1500
Barracks health reduced from 3000 to 1500
Doctrine Chapel health reduced from 3000 to 2000
Machine Cult health reduced from 4000 to 2500

Infinity Portal Health Reduced from 4000 to 2000
Sky Portal Health Reduced from 4000 to 2000
Soul Shrine Health Reduced from 1750 to 1000
Warrior Portal health reduced from 2000 to 1000


Boyz Hut health reduced from 3000 to 1500
Dakka hut health reduced from 3000 to 2000
Mek Shop health reduced from 5000 to 2500
Pile of Gunz health reduced from 2250 to 1500




Army Upgrades:

SM Infantry/Vehicle Health Upgrades now increase max health by 15%, 30% and 45% respectively

Eldar Infantry Shield upgrades now increase max shields by 25%, 50% and 75%
Eldar Vehicle Shield upgrades give Skimmers 50%, 100% and 150% increased shields and 15%, 30%, 45% more health.
Eldar vehicle shield upgrade gives wraith units 15%, 30% an 45% shield increase.
Eldar shield upgrades no longer heal for full, they only restore the additional health.
Soul Recall Capacity and Regen upgrades cost reduced from 100/75 each to 100/25 each.
Eldar webway reinforce upgrade no longer requires T2


Ork Infantry/Vehicle Health Upgrades now increase max health by 15%, 30% and 45% respectively

Doctrines:

Boyz Speed Buff Doctrine now works in combat
Thump from Da Sky Damage increased to 100/100 from 20/25
Fire Prism Crippling Blast now Slows/Silences for 6 seconds instead of 3


SM Units:

Gabriel Retribution barrier now persists for 4 seconds instead of 2
Gabriel's Command Dreadnought Slam Barrier similarly persists for 4 seconds instead of 2
Terminators Cyclone Missile barrage damage reduced from 150 to 100
Tactical flamer upgrade now also boost damage and health by 15%
Lascannon Ramping Damage requirement for Tier 3 increased from 100 to 175
Assault Marine power sword damage increased from 18 to 21
Scout Strike Damage increased from 22 to 30

Eldar Units:

Striking Scorpions Shield increased from 1350 to 1750
Vyper shields increased to 300 from 150
Vyper shuriken catapult damage increased from 3 to 6



Ork Units:
Stormboyz health increased from 250 to 350
Kommando movement speed increased to 6.5 from 6

Known Issues:
Tooltips not updated properly for upgrades
Boyz Speed buff tooltip not updated

Update: 12 Feb, 2018 @ 2:11pm

Global:
-Base Turret Stun duration increased from 8 seconds to 16 seconds
-Power Core Health increased from 2000 to 4000
-Base Turret health increased from 1250 to 2500
-Shield Generator health increased from 1250 to 3000
-Turret bounty reduced from 1000/200/1 to 500/100/1
-Shield generator bounty reduced from 500/50/1 to 250/50/1


[EXPERIMENTAL- SUBJECT TO REVERT]
Explanation: Power Core seems to frustrate a lot of people, so I've slowed the game down a lot. The health of objectives has been increased significantly and the base turret stun is now a lot more important to avoid. Additionally the refunds for killing objectives has been reduced. Ultimately the aim is shift the early game into focusing over fighting over resources and map control rather than trying to snipe shield gens/turrets.

-Power generator health increased from 450 to 1000
-Requisition generator health increased from 450 to 1000
-Elite Point generator health increased from 450 to 1000
-Power generator build time reduced from 60 seconds to 45 seconds
-Requisition generator build time reduced from 60 seconds to 45 seconds

[EXPERIMENTAL- SUBJECT TO REVERT]
Explanation: In some ways this speeds the game up, in others it slows things down. Generators now build slightly faster to try and make capturing opponents control points more worthwhile and they are significantly more durable which makes harassment a little harder with singular squads.


Space Marines:

Structures:
-Arsenal hitpoints increased from 1000 to 3000
-Barracks hitpoints increased from 1000 to 3000
-Doctrine Chapel hitpoints increased from 1000 to 3000
-Stronghold in Annihilate mode hitpoints increased from 3000 to 5000
-Machine Cult hitpoints increased from 1750 to 4000

Army Abilities:
Deathstorm Droppods:
Deathstorm weapon range reduced from 30 to 20

Explanation: This makes deathstorms a little less punishing to run away from.

Army Upgrades:
Infantry Health 1 now increases health by 20%
Infantry Health 2 now increases health by a total of 40%
Infantry Health 3 now increases health by a total of 60%
Vehicle Health 1 now increases health by 20%
Vehicle Health 2 now increases health by a total 40%
Vehicle Heatlth 3 now increases health by a total of 60%


Doctrines:
-Assault Terminators Command Frag grenade throwable range reduced from 30 to 15


Elite Units:

Gabriel Angelos:
Godsplitter stun duration reduced from 3 seconds to 1.5 seconds
Retribution damage reduced from 80 to 70
Retribution knockback distance reduced from 12 to 8

Explanation: Reducing Gabriel's ability to repeatedly stun enemy melee vehicles or elites (like Wraithlord or Taldeer) while still allowing him to interrupt abilities with it. (Such as vs wraithknight)

Deathwatch Killteam Ironmaw:
Vortex grenade throwable range reduced from 30 to 20
Vortex grenade percent damage reduced from 1% to 0.5%

Chaplain Diomedes:
Damage decreased from 135 to 115

Assault Terminators:
Melee attacks now deal splash damage to nearby units

Venerable Dreadnought:
Plasma cannon damage reduced from 350 to 275



Line Units:

Devastators:
-Cost changed from 450/0 to 375/40
-Damage increased from 4.5 to 6

Lascannon:
-Cost changed from 420/0 to 350/25
-Range reduced to 40 from 50

Scout marines:
Damage increased from 1.44 to 1.9
Blind grenades stun duration reduced from 2.5 to 1.25 seconds


Explanation: As part of an effort to reduce and remove chain stunning, blind grenades have been altered to be more of an ambush tool. Scouts have also been given significantly more damage to account for their reduced utility.

Sniper Scouts:
Added a 0.5 second teardown time
Damage reduced from 25 to 21

Tactical marines:
Plasma gun damage increased to 20 from 16
Plasma gun wind down reduced to 0.125 from 0.250
Plasma gun wind up increased from 0 to 0.125
Bolter damage reduced from 4 to 3.1
Flamer damage reduced from 3.75 to 3.0

Explanation: I want tactical marine upgrades to be more of a requirement for the mid game, while reducing their basic bolter effectiveness.

Assault Marines:
Chainsword damage increased from 18 to 20

Explanation: Chainswords received a slight damage buff to compensate for recent line unit health changes. Power swords remain unchanged though.


Orks:

Structures:
-Da Dakka Hut hitpoints increased from 1000 to 3000
-Boyz Hut hitpoints increased from 1000 to 3000
-Headquarters hitpoints in annhilate increased from 3000 to 5000
-Mek Shop hitpoints increased from 1750 to 5000
-Pile Of guns hitpoints increased from 1000 to 2250


Explanation: Structures can be too fragile in the mid to late game and explode nearly instantly. By giving them more health it should make them a bit less vulnerable to singular anti armour squads but not over-bearingly so.

Army Upgrades:
-Infantry Health 1 increases infantry health by a total 25%
-Infantry Health 2 increases infantry health by a total of 50%
-Infantry Health 3 increases infantry health by a total of 75%
-Vehicle Health 1 increases vehicle health by a total of 25%
-Vehicle Health 2 increases vehicle health by a total of 50%
-Vehicle Health 3 increases vehicles health by a total of 75%

[EXPERIMENTAL- SUBJECT TO REVERT]
Explanation: Part of slowing the game down is making units hardier. This change will make units significantly more durable in the mid to late game and less likely to melt to later game abilities.

-Trukk Reinforce cost increased from 25 power to 50 power

Doctrines:
-Tonz o' Bombz now throws much weaker grenades which deal 30 damage instead of 60.
-Kommando Konscripts now applies the stealth to any shoota squad hit by the grenade, not just the squad throwing its own grenade.


Elites:
Weirdboy:
-Basic attack AoE set to radius 5 and damage type changed back to Normal from True.

Explanation: The Weirdboy's Basic attack was always balanced around doing AoE damage. When Relic changed it to a single target true damage attack it ended up being pretty useless compared to Macha or Jonah.

-Fist of Gork Cast Time Increased from 1 second to 2
-Fist of Gork Damage reduced from 500 to 400

Explanation:
Fist of Gork is a little too easy to cast in the middle of a fight, so giving it a 2 second cast time makes it easier to interrupt or dodge. Additionally reducing the damage makes it a significantly less deadly to vehicle and structure armour while not affecting it much versus infantry.

Wazmakka:
-Scrap Turret Slow Effect reduced from 35% to 20%
-Scrap Turret Damage reduced from 12 to 6

Explanation:
Wazmakka's Scrap Turrets ended up being a little too good. The reduction in damage and slow means they will still be annoying but not nearly as devastating.

-Orbital Scrap damage reduced from 350 to 200
-Orbital Scrap AoE falloff in mid range increased to 0.4 from 0.2

Explanation:

This ability has always been pretty brutal in terms of damage, and with the recent AoE buff Relic implemented it ended up being a little too strong. To compensate for the reduced damage, the AoE now does slightly more damage in the mid range going from a 0.2 modifier to a 0.4 modifier. (Mid range is anything between 1.1 and radius 9) This makes it less effective vs a single target but more effective vs clusters of units.

-Traktor Beam percentage damage halved
-Traktor Beam suppression modifiers reduced from 0.1/0.15/0.2 to 0.5/0.75/1

Explanation: The Traktor Beam was simply too effective at assassinating single targets and destroying late game vehicles and elites single handedly. The percentage damage has been significantly reduced and the slow effect has been heavily reduced so that Wazmakka has to give chase or use the pull ability instead. This will incentivize using the ability defensively instead of always using it for assassinating. In particular, it will be notably less effective against late game Elites.


See the rest of the notes in the google doc page.