Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Dawn of War - Rework v2 (+DISCONTINUED+)
iLetUWin  [developer] 19 Dec, 2017 @ 2:47am
Patch 12 Notes.
Dawn Of War 3 – Rework (Patch Notes) MUNNY9DD
11/11/2017
These Patch Notes are the specific changes to the listed update. (update. 12)
Happy Holidays!

Patch Note Legend
HP (N = Normal, A = Armoured, x5 = Units in Squad)
DPS (A/I = Anti Infantry, A/A = Anti Armour, TRUE = …True Damage)
DPS 25-35 = (Random equation added to DPS. Note that all DPS values are based on per attack, and in no way represent actual damage per second, due to varying weapon fire rate values, and effect such as splash damage.)
DPS.M = (Melee) DPS.R = (Range)
RANGE = Weapon Range
REQ = Requisition Cost
POW = Power Cost
MOVE = Movement Speed
TIME = Build Time (s = Seconds)
SPAWN = Built From
UPGRADES = Upgrades available to unit
Change. = Change to basic stats of existing unit or feature
MS = Movement Speed
NEW! = New units or feature
(Note) = Developer Thought Process

General Changes
All population resource requirements removed.

Now only Infantry and skimmers may capture strategic points. Builders, Walkers and Vehicles cannot.

All builders now repair +100% faster.

To emphasize the importance of positioning and to counter the small sniper DPS buff, all Sniper squads now receive +25% increased damage when attacked from behind.

To reduce the feeling that Vehicle armour behaves like paper when attacked from behind, All Vehicles that were susceptible to taking +250% increased damage from behind, now have that damage reduced to +200%.

Select “Non Unique Character Elites”, are now trainable for each race, with their own squad cap limits, and requirements. These squad cap limits include:
2 Terminators, 2 Assault Terminators, 1 Imperial Knight Paladin
2 Storm Boyz, 2 Mega Armour Nobz, 1 Gorkanaut
2 Striking Scorpions, 2 Warp Spiders, 1 Wraith Knight Ranged.

Heavy Bolter Turrets and Big Shoota Turrets now deal AOE damage, making them much more effective at their intended role of defence. However they now have their HP reduced from 2500 > 2000. Eldar Turrets have been reworked entirely already.

Turrets do not require a doctrine to build, this was silly.

A lot of bug fixes overall, as this mod is a remake of my previous work which was broken, by the Endless War Update. Thus many things became damaged in translation, aka “copy and paste”, and many strings were cut.

SPACE MARINES
Line units
Tactical Marines: Change.
Plasma Guns 100/REQ 55/POW > 120/REQ 75/POW
Flamer 75/REQ 40/POW > 100/REQ 50/POW (If Slow Death doctrine equipped = not yet implemented, cannot find out how to do so)
DPS.R - 2.5 A/I > 1.5 A/I NERF
AOE damage now only applies to 8 members of the enemy squad. (Over-performing against Orks)
Missile Launcher 150/REQ 20s > 175/REQ 20s
DPS.R 150 A/A > 160 A/A
Fixed a slot item based bug, where Tactical Marines could upgrade both the Flamer and the Missile Launcher, onto one squad.

Scout Marines: Change.
Removed the flamer upgrade… whoops.
Fixed blind grenade.
Removed cooldown on Mine setup ability.

Scout Snipers: Change.
Now receives +25% increased damage when attacked from behind.

Assault Marines: Change.
Fixed Jump Ability.

Heavy Bolter Devastators: Change.
Fixed suppression upgrade.

Crusader Marine Squad: NEW! 400/REQ > 425/REQ
HP - 350N > 320N x5 (1750N > 1600N HP)
Over-performing.
Power Sword upgrade fixed.

Death Watch Predator Destructor: NEW!
Now costs 150/REQ 300/POW

Elite Units
Kill Team Ironmaw: MASSIVE! Change. Oh boy where to start…
First off let’s just get this out of the way, KTIM is now very OP. They were not designed with the intention of competitive play, as I cannot assign a higher Elite point cost, due to the lack of this option in the mod tools. They are mainly for role playing fun, please don’t use them against other players, unless the other player is using them as well!
HP - 2750N > 3000N
Added abilities - Overwatch, Modified flamer, Assault Leap, (Removed Tireless, and just increased Movement speed from 6 > 7).
Some KTIM abilities are “specific to the marine”. (More on this below)
Fixed Vortex Grenade.
KTIM can no longer heal passively like other Elites. They must now be reinforced at high cost, encouraging you not to lose them. This is the only way I can “nerf” them.
KTIM Redeploy ability cooldown, increased from 180s to 240s.
Okay here we go. I even gave them names! Except for Nemiel… he was always Nemiel.

This is just a quick overview of what makes these Kill Team members unique. It is not complete.

Space Wolf (Leader Sniper) – Brother Lorthar
Is now a skilled hunter that deals, DPS.R 350A/I per shot, using his sniper rifle.
Has access to scans and other scouting abilities, to track and detect his prey.

Dark Angels (Heavy Weapons) – Brother Nemiel
Now carries a “Grav Cannon” into battle.
This Grav Cannon deals 2% of a targets HP per shot as A/A damage… and it fires very fast.
Since it is A/A damage, it should only deal 1% HP DPS, to infantry targets.
This makes it very weak against infantry with low normal HP. However it is VERY STRONG against Knights, Gargants, and Objectives.
Since it is a grav weapon that uses an enemy’s weight against them, in this case size, health, and armour, the damage also ignores HP shields.

Blood Angels (Assault Class) – Brother Varus
Now has a jetpack and can assault leap across the battlefield.
Now has the highest HP in the Kill Team, sitting at 1000N HP.
Now deals very high AOE melee DPS, for when KTIM is caught up in melee.

Crimson Fist (Sternguard Standard) – Brother Leon
Now has access to a modified flamer ability, which deals TRUE damage, which will be useful against any swarm.
Now deals more DPS at range against infantry, and is a standard addition to the Kill Team.

Chapter Specific (Rocket Demolitions) – Brother (Insert Name Here)
Now has a missile launcher, to assist in destroying vehicles.

(Note) This is designed to make Kill Team Ironmaw, a true 40k spec-ops team. They are very fun to play with, and due to their relatively low HP per member, (other than Varus), it is rewarding to keep them alive, and fighting large Elites and objectives, often feels like a boss fight.

Terminators: Change. 960/REQ 180/POW
DPS.R - 6 A/A > 5 A/A (New Assault Cannons) Damage was over-performing.
2 can now be recruited from the HQ!
Requirement > Tier 3, Infantry Damage 3, Infantry Health 3

Assault Terminators: 1050/REQ 180/POW
2 can now be recruited from the HQ!
Requirement > Tier 3, Infantry Damage 3, Infantry Health 3

Lady Solaria: Change.
DPS.R - 16 A/A x2 > 14 A/A x2 (Avenger Gatling Cannons) Damage was over-performing.
Is now accompanied into battle, by 14 House Varlock Guards. Cool.
Now for the good, the bad, and the ugly.
(Note) This is designed to grant Lady Solaria more character, as the leader of her house. Also the Varlock Guards can capture points. However… there is an annoying issue, where the squad is considered to be 14 Lady Solarias. Yes “14”. Easily over 2000 A/A DPS. I don’t know why. It appears the squad cannot understand, that the Varlock Guards are a separate unit entity, and not Solaria herself being multiplied. It is REALLY stupid. So I further nerfed the DPS.R from 14 A/A x2 > 1 A/A x2, in order to compensate. However although the DPS is fixed, the guards, will appear invincible and will probably not die until Solaria herself does. It is hard to explain and ludicrous. Also the guards do not add Solaria scale HP to the squad which is good. However, they do add their HP as armoured and not normal, which again makes no sense. Needs further research.
The above change was not implemented. Too often did Solaria herself die after losing 1000 HP, while armoured Varlock Guards ran around doing no DPS, with no way to resurrect Solaria. Stupid. Only the DPS nerf was implemented. I do not understand why the squad file cannot just treat the squad like Kill Team Ironmaw.
When Solaria is selected as one of your Elites however, you may train Varlock Guards from your HQ.

Imperial Knight Paladin: Change. 2500/REQ 800/POW
1 can now be recruited from the HQ!
Requirement > Tier 3, Vehicle Damage 3, Vehicle Health 3


Buildings
N/A

Abilities
N/A

Doctrines
N/A


ORKS
Line units
Tank Bustaz: Change
DPS.R - 22.5 A/A x6 > 27.5 A/A x6

Elite units
Storm Boyz: Change. 540/REQ 18/POW
2 can now be recruited from the Boyz Hut!
Requirement > 3 Waaagh Towers, Infantry Damage 2, Infantry Health 2

Kommandoz: Change.
Now a squad of Kommandoz!
HP – 2800N x1 > 1000 x3
DPS.R 160 A/I x1 > 160 A/A x3
(Note) This is designed to increase the Kommandoz effectiveness in combat and objective hunting, due to the major change in Ranged DPS. This will encourage further aggressive play, from an otherwise mediocre elite, if your opponent knows how to use detection.

Mega Armoured Nobz: Change. 960/REQ 180/POW
2 can now be recruited from the HQ!
Requirement > 5 Waaagh Towers, Infantry Damage 3, Infantry Health 3

Gorkanaut: Change. 2500/REQ 800/POW
1 can now be recruited from the HQ!
Requirement > 5 Waaagh Towers, Vehicle Damage 3, Vehicle Health 3

Buildings
Waaagh Tower: Change. (MORE BOYZ FOR YER WAAAGH)
(Note) Now properly reduces the cost of Boyz and Shoota Boyz, by 5%.

Upgrades
N/A

Abilities
N/A

Doctrines
N/A


Eldar
Line Units
Rangers: Change.
Now receives +25% increased damage when attacked from behind.

Dire Avengers: Change.
Can now fire on the move, although they will lose 25% accuracy.
MOVE - 7 > 6.5
(Note) This is designed to make Dire Avengers an aggressive front line unit, that can fire on the move, however is less accurate while doing so, and move slower than before. Reinforcing the idea, that Dire Avengers are the frontline of ranged infantry, positioned to protect your core ranged units, and not lead the vanguard which is a melee role.

Vyper Jetbike: Change.
Fixed main missile weapon.

Falcon Transport: Change.
Falcon AOE DPS further reduced to 1/MID, 1/NEAR, 1/FAR > 1/MID, 0.75/NEAR, 0.5/FAR
AOE damage now only applies to 4 members of the enemy squad. (Over-performing against Orks)
MS - 7.6 > 9
(Note) This is designed to make the Falcon Transport more effective at dropping troops behind enemy lines, like in Dawn of War 1, due to the increased movement speed.

Fire Prism: Change.
DPS.R - 320A/A > 360A/A, (for the initial lance beam, not the explosion. This will make Fire Prisms more competent against armoured targets, while keeping their AOE DPS against infantry blobs down.)

Fire Dragons: NEW! 600/REQ 30/POW
DPS.R - 9 A/A > 13.5 A/A
Damage was under-performing.
MOVE - 5 > 6
Moved too slow for Eldar.
Changed projectile animation to something less loud. Missiles.
The missiles even kind of sound like dragons and fire… or maybe I am going crazy.

Seer Council: NEW! 750/REQ 250/POW > 750/REQ 225/POW
Possibly a bit too power heavy.


Elite Units
Striking Scorpions: Change. 600/REQ 50/POW
2 can now be recruited from the HQ!
Requirement > Tier 2, Infantry Damage 2, Infantry Health 2

Warp Spiders: Change. 800/REQ 75/POW
2 can now be recruited from the HQ!
Requirement > Tier 3, Infantry Damage 3, Infantry Health 3, Sky Portal

Wraithknight: Change. 2500/REQ 800/POW
1 can now be recruited from the HQ!
Requirement > Tier 3, Vehicle Damage 3, Vehicle Health 3, 2 Soul Shrines

Buildings
Energy Shield: NEW! 250/REQ
HP - 1000N > 1500N (Self HP Regeneration +0.5)
(Note) This is designed to give Eldar a structure that can be used as a defensive/area denial emplacement. Giving the Eldar further tools to shape the battlefield, and run the fight like a play in their favour.

Upgrades
N/A

Abilities
N/A

Doctrines
N/A

End of Patch Notes
Last edited by iLetUWin; 24 Dec, 2017 @ 4:05pm
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Showing 1-5 of 5 comments
Echo 1608 9 Mar, 2018 @ 5:11pm 
So as a small note, really loving the mod so far, but I have ran into a couple issues.



Macha's Psyker blast ability seems to have disappeared, it is not shown as an option nor is it useable with the usual key binding. This might have been on purpose though, and if so I cannot find it anywhere in the patch notes here, or any in the past.


For the life of me I cannot find the Striking scorpions in their buildable version.

The Pre Spawned Eldar turrets in Annhilation with defenses do not attack any enemies.

No issues so far with space marines, and I am having a blast with Eldar, just those three small issues are the only ones I have found. Otherwise, absolutely wonderful mod.
iLetUWin  [developer] 10 Mar, 2018 @ 12:44am 
O.o... I dont see those Eldar issues. Will take a look at it.
Echo 1608 11 Mar, 2018 @ 1:34am 
Originally posted by munny9dd:
O.o... I dont see those Eldar issues. Will take a look at it.



Thanks Munny, I did find the Striking Scorpions though, and had a great time using them to ambush everything. Thank you again for all the hard work you have put into this mod. ^ ^
iLetUWin  [developer] 11 Mar, 2018 @ 3:58am 
No worries buddy. All the issues you described should be fixed in Update 16.
Echo 1608 14 Mar, 2018 @ 12:09am 
Originally posted by munny9dd:
No worries buddy. All the issues you described should be fixed in Update 16.
Yep! ^^ Just tried it out today and it was wonderful. Really enjoying this mod to death. XD
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