With a massive 8 year gap between Warhammer 40K: Dawn of War III and its well-received predecessor, the April 27, 2017 release will feel like the second-coming to those who devoted themselves to the past war effort. While Creative Assembly handle the grand strategy of the Warhammer universe with Total War: Warhammer and its sequel, Relic Entertainment are back in action to offer the more personal, more bloody, real-time battlefield skirmish.
Is Warhammer 40K: Dawn Of War III Everything We Hoped For? Michael Seems To Think So!
Warhammer 40,000: Dawn of War III is an important title. Much like Blizzard's own Starcraft revival with Starcraft II, Relic Entertainment decided to breathe new life into a modern classic far into the future. Balance numbers will be forever fluctuating and we'll likely see hotfix revisions for years to come. Rightfully so, it's time to set up another patch page. We'll be here for a while.
Warhammer 40K: Dawn of War III - June 27 Update
Right off the back of the Annihilation Update, Relic Entertainment have been listening to the growing concerns of the players when it comes to game balance. This update tweaks a number of costs, charges, speeds and a whole load of other numbers.
Changelog:
- Gameplay
- Listening Post cost increased from 200 to 300
- 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
- Space Marine Changes
- Assault Marines
- Reduced passive melee charge range from 30 to 10
- Reduced passive melee charge speed bonus from 4 to 3
- 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
- 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
- Eldar Changes
- 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
- 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
- Dire Avengers
- Dire Avengers range increased from 30 to 35
- 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
- Shadow Spectres
- Power cost reduced from 30 to 15
- Increased formation size
- 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
- Gretchin population cost reduced from 4 to 1
- Stikkbomb damage decreased from 90 to 60
- Doctine - Tonz ‘o Bombz: Stikkbomb damage decreased from 90 to 60
- Nobz Taunt radius reduced from 20 to 15
- Stormboyz - their upgraded Suicide Bomma from scrap will do less damage versus structures
- Kommando
- Booby Trap damage type changed from Armour Piercing to True
- Booby Trap damage is applied to the squad instead of individual entities
- Bug Fixes
- Booby Trap FX have been adjusted to accurately show the blast radius
- Bug Fixes
- Fixed an exploit where users could change a Quick-Match game into an Annihilation game during the countdown
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Warhammer 40K: Dawn of War III - Annihilation Update
This is a monstrous update that doesn't just focus on balance fixes. A new map, game mode and doctrines enter in a week's time with a free skin pack for good measure. We'll update with the full patch notes once they're available.
Changelog:
- General
- 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
- Space Marine Changes
- Tactical Marine
- 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
- Terminators
- Focused Shot: Fixed an issue where slowed targets did not display the slow icon
- Imperial Knight Paladin
- Fixed an issue where Ion Shield sometimes failed to block certain shots
- Imperial Knight Solaria
- Fixed an issue where Solaria's weapons were not disabled during the wind down of Gatling Barrage
- Eldar Changes
- Ranger
- 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
- Fire Prisms no longer play their death animation when being levitated (but not killed) by Orbital Bombardment
- Bug Fixes
- 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
Warhammer 40K: Dawn of War III - May 31, 2017
Now that the immediate hotfixes are out of the way, it's time for Relic Entertainment to kill your favorite races. Buff and nerfs are imperitive in keeping the balance within any good strategy title - and it's time for Dawn of War III players to get a taste of that. With the patch notes being unquestionably long, we'll list game-wide changes here while directing you to this page for the balance updates. Let us begin.
- 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)
- General Bug Fixes
- 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 repeatBBB
- 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
Warhammer 40K: Dawn of War III - Hotfix 4: May 10, 2017
SEGA and Relic Entertainment have released a pretty minor hotfix, which brings the forth update for the game since launch. Dawn of War 3 Hotfix 4 fixes two issues, the first being a bug with Improved Webways and the second fix enables Skull and Elite experience rewards for Steam Workshop community maps. We should point out that you can find more community maps on our Dawn of War 3 Mods page. Changelog is below:
Changelog:
General
- 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.
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Warhammer 40K: Dawn of War III - Hotfix 3: May 8, 2017
It wasn't actually that long ago that SEGA and Relic Entertainment released the 2nd Patch for Dawn of War 3, but today we can tell you about the third update, which has just been released. This one adds the option to surrender in multiplayer matches, Ronahn’s Long Shot now shows a line on the minimap when aiming and it Improves the presentation in the Player Profile screen.
There's a massive amount of bug fixes too, which we'll post below for you.
Changelog:
General
- 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
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Warhammer 40K: Dawn of War III - Hotfix 2: May 2, 2017
Coming almost a week later is Hotfix 2 - one that, after a few days on the market, means there's a little more feedback to go off. You, dear player, reported these issues. Here's your fix.
Changelog:
- 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
Warhammer 40K: Dawn of War III - Hotfix: April 27, 2017
A launch day hotfix on top of a Day 1 patch evidently doesn't equate to much. A lack of player feedback at that point would be obvious. Still, it's a good singular fix. One that likely would have had the PC gaming community in some kind of meltdown - fast.
Changelog:
- Fixed an issue where editing the graphics settings would not successfully apply changes.
Warhammer 40K: Dawn of War III - Patch 0
Otherwise known as a Day 1 patch, even a massive title like Dawn of War III couldn't survive without it. Essentially a patch to rid the game of the few issues that may have been present in review materials, it's enough reason to give any print or online review a second opinion.
Changelog:
- New Items
- Addition of Steam Workshop support
- Support for skipping non-interactive sequences in missions
- Player Reporting
- Player Profiles and History
- Option to hide in world UI buttons
- DLC skin bundles
- Improved Items
- Improved Skirmish AI
- Improved support for Save/Load in campaign and skirmish
- Improved audio mix, especially on Low Settings
- Screen Brightness slider no longer requires game to be in full screen mode
- Revised several ability and doctrine videos
- Players now earn Skulls faster in campaign and start with more
- Chat boxes in front end now start minimized and have indicators of new items
- Various optimizations to improve overall performance, especially on lower specs
- Bug Fixes
- Fixed several crashes across the game
- Fixed exploit with Assault Leap doctrine
- Replaced several placeholder icons
- Fixed pathing on many maps
- Fixed several edge cases in mission logic across campaign
- Fixed frame rate drop in pause / options menus
- Fixed multiple small animation hitches in units across all three armies
- Fixed broken combat interactions between area of effect attacks and shot blockers (e.g. Gabriel’s spin shield could negate all of Solaria gatling barrage)
- Joined stealth cover incorrectly separated into adjacent non-contiguous groups on multiple campaign and multiplayer maps
- Fixed a variety of incorrectly processed and/or triggered audio barks
- Fixed water not rendering on low settings
- Fixed issue where game would use integrated Intel GPUs over dedicated GPU on some systems
- Fixed various hitches in the animations and behaviors of the boss in mission 17
- Fixed assorted instances of FX being visible through Fog of War (not all instances caught in Day 0; more fixes in Day 7)
- Fixed camera clipping on multiple maps
- Fixed audio reverb and hit fx systems, leading to overall audio improvements
- Corrected out of date codex/tooltip text regarding Eldar mechanics and Space Marine Predator Annihilator
- Corrected assorted grammar errors and typos across the game
- Fixed issue where Vypers couldn’t use their temporal bombs if they were over gaps
- Fixed instances of units spawning in plain sight in some missions’ battle vistas
- Fixed assorted issues with Elites not spawning in front end
- Fixed assorted issues with chat windows stacking in front end
- Fixed parties being broken up by players leaving games in a certain order
- Fixed assorted text issues in foreign languages (text wrapping, etc.)
- Fixed missing FX on several mastery skins
- Fixed issue where Waaagh Tower audio was not heard through Fog of War
- Fixed problems when using Alt+WASD camera controls
- Fixed issue where not all elites were displayed in post-match screen