In this update6
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Full Warhammer 40,000: Dawn of War - Definitive Edition update
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What changed
- Security
- Gameplay
- Balance
- Performance
- Fixes
- UI and audio
Warhammer 40,000: Dawn of War - Definitive Edition changes
Today’s update for Warhammer 40,000: Dawn of War – Definitive Edition includes several quality-of-life and bug fixes to improve gameplay, the user interface, art & animation, and modding capabilities. Notably, this update should address frustrations with melee unit behavior and should also resolve an economy exploit.
In the coming months, the team will continue working to resolve any high priority bugs or issues that arise, so please be sure to report those by submitting a new request at help.relic.com.
One of our goals when we first began working on the Definitive Edition was to empower and support the community that has kept the fires lit for 20 years. To that end, we are in early discussions to support community-driven multiplayer balance patches. What shape that takes, who will be involved, and when official balance updates might be released are still being determined and will be at Relic’s discretion. We hope to share more information with the community as these plans begin to take shape. For now, just know that multiplayer balance is top of mind, and we’ll have more news later this year.
General
Crash – fixed a crash on launch where the display device was not detected correctly on first boot. Please submit BugSplat reports and add information about if it was your first time booting the game or happening repeatedly if you continue to see an issue
Match Reporting – fixed some instances of match results being sent incorrectly or at the wrong time. This resulted in some matches not being recorded correctly in player stats
Audio – added audio treatment to numerous pieces of Russian unit dialogue to be more consistent with other languages. Examples include faction-appropriate helmet reverb on many Space Marine, Chaos, and Eldar units, faction-appropriate radio effects on many vehicles, and the Eldar Avatar of Khaine sounding far more godlike
Audio – added support to restart ambient background music when loading a save file in the Dawn of War and Winter Assault campaigns. Note: If the music was triggered by a scripted objective change it will not reload / update until the next objective update
Shadows – disabled shadows on numerous small objects placed in maps (ex. stones, grass) to reduce the appearance of floating when on uneven terrain
Rendering – disabled manual window resizing when playing in Windowed Mode to prevent a mismatch between game and window resolution
Gameplay
Melee Combat – updated the pathfinding system to allow melee attacks on fleeing opponents to be successful more frequently instead of stopping or switching to ranged combat. The intention is to more closely match Soulstorm’s legacy behavior
Melee Combat – Fixed a case where revived units such as Necron Warriors and the Living Saints would endlessly pursue their last melee attacker
Economy – fixed an exploit where research could be unlocked earlier than designed by deleting a required building, getting a refund, and buying the upgrade before the requirement updated
Pathfinding – fixed several cases where units could become stuck inside each other – for example when hit by a knockback attack or when melee attacking a larger vehicle. Enemy units in these overlapping cases will now be able to phase through each other to disengage
Save/Load - units that had an order active when the game was saved now resume the order when loading.
Applies to actions such as
move, using an ability, construction, repair, capturing, and more.
Note
Capture action will resume but capture progress will be lost
Chaos – fixed a tuning issue that caused the Dark Crusade & Soulstorm campaign Chaos Lords to become weaker when ascending to Daemon Princes through Wargear unlocks
Chaos – fixed a case where the cooldown on the Chaos Raptors Speed Fiends ability would reset immediately after spawning the Aspiring Champion
Chaos – updated the Aspiring Champion’s Berzerk Fury gridkey & command card button to the bottom row to avoid conflict with Attack Ground when attached to Cultists with a Grenade Launcher. See Known Issues list at the bottom of this post for additional details
Chaos – added missing Russian dialogue that caused the Aspiring Champion to respond in English
Dark Eldar – updated the Terrorfex Grenade ability gridkey and command card button to the third position to avoid conflict with Haemonculus abilities
Imperial Guard – added hotkey support for the Assassin Infiltration research in the Dark Crusade campaign
Necron – updated the limit on the number of harvestable bodies in the world at a given time to be per Necron player value (75) rather than a global one for matches with more than 1 Necron player
Orks – increased the attack range of the Slugga Boyz to fix cases where they would not attack while within weapon range
Orks – updated Mine Field to use the correct hotkey binding ork_mine_field
Sisters of Battle – fixed a case where the cooldown on the Angelic Visage ability cooldown would instantly reset when adding the Seraphim Sergeant
Sisters of Battle – fixed an unintentional cooldown reset by removing a duplicate ability on the Veteran Superiors for the Celestian and Seraphim squads
Space Marines – update the Librarian to correct default to ranged combat instead of melee
Space Marines – updated Skull Probe’s sabotage ability to prevent enemy vehicles from Jumping
Space Marines – added hotkey support for Librarian research in the original campaign and moved it to S for all campaigns to prevent overlapping
Space Marines – updated the Champion Select screen to load the correct face model when selecting Space Marines
Tau – increased the Fire Warrior Bodyguard line of sight to 25 to prevent issues where it would stop attacking while still in weapon range
Winter Assault Campaign – fixed a bug with squad reinforcement that could result in new units using the incorrect team colors
Winter Assault Order Mission 4 – fixed a script error that caused the incorrect Eldar color scheme to be used in the closing cutscene
Dark Crusade – fixed a fatal scar error that could occur in the Chaos Stronghold mission during the ending cutscene when a Necron unit dies right before the cutscene starts
Dark Crusade – updated the Eldar Stronghold script to correctly trigger the intro dialogue when playing in Russian
Soulstorm – updated the camera for the Chaos Stronghold closing cutscene to avoid situations where units would clip through the camera
User Interface
Japanese – fixed translations for Diplomacy and Objectives on the HUD buttons
Lighting – updated lighting on the Dark Crusade and Soulstorm Commander and Wargear screens to load consistently and be rendered from the correct direction
Army Painter – tuned lighting used on the Army Painter screen
Army Painter – adjusted positioning of several units to appear more grounded in the scene
Cover – fixed description of Cover to better reflect in-game behavior
Chaos – fixed description of the Heavy Weapon Increase upgrade to better reflect in-game behavior
Eldar – fixed a data error that caused incorrect Eldar unit portraits to be displayed for the Bonesinger, Guardian, Seer Council, and Fire Dragon
Eldar – updated several upgrade icons that were displaying lower resolution versions
Imperial Guard – fixed missing icon that caused a Space Marine skull icon to be shown when hovering over the HUD minimize button
Imperial Guard – updated description for the Psyker Soul Strip ability to correctly reflect in-game behavior
Imperial Guard – updated several upgrade icons that were displaying lower resolution versions
Space Marines – updated Skull Probe Sabotage ability tooltip to correct reflect disabling enemy vehicles
Winter Assault – updated text spacing on loading screens to fix text that could be cut off
Dark Crusade – updated Ariel Highlands loading screen to remove visible debug lines
Dark Crusade / Soulstorm – increased the resolutions on Wargear icons
Dark Crusade / Soulstorm – updated lighting to load correctly and project from the correct direction on the Wargear screens
Dark Crusade / Soulstorm – added missing icon when the Chaos Lord has Ascension to Daemonhood Wargear equipped
Soulstorm – fixed blurry outline on the Soulstorm Campaign loading screen
Soulstorm – fixed the location of the popups when mousing over the rewards earned sections on the Victory screen
Soulstorm – deleted several legacy icons that were being loaded instead of the remastered icon
Soulstorm – updated text spacing on Wargear screen to avoid description text from being cut off
Art & Animation
Chaos – fixed cases where the Chaos Marine plasma gun and bolter models could be visible at the same time
Chaos – Predator tank tread alignment corrected for viewing in the Army Painter using mods
Chaos – fixed Raptor flamethrower VFX to aim correctly at the target instead of downwards
Chaos – added visible projectiles to the Defiler and Hell Talon autocannons
Chaos – tuned the Cultist grenade launcher animations to better match the firing speed
Chaos – updated position of the Chaos Lord when viewed in the Winter Assault campaign menu to better align with the ground
Chaos – updated building VFX to hide correctly when buildings are destroyed in Winter Assault
Chaos – update the Hell Talon Biotoxin bomb VFX to avoid being applied repeatedly on units that move in and out range
Dark Eldar – realigned Disintegrator to be held correctly on the Wargear screen
Dark Eldar – adjusted the Torture Pit to not have persistent bodies to improve framerate
Dark Eldar – updated the placement preview for all buildings to match the finished structure
Eldar – realigned the Eldar Commander’s pistol placement on the Wargear screen after upgrading to the Shuriken Pistol
Eldar – improved texture resolution of the Aspect Portal building
Imperial Guard – added tracer VFX to the Leman Russ heavy bolters
Imperial Guard – added new animations for the Kasrkin to better align when firing the Plasma Gun
Imperial Guard – tuned the lighting on the muzzle flash VFX for the Basilisk to not be overly bright
Imperial Guard – fixed misaligned animations with Heavy Weapons Team loading & firing
Necron – updated Warriors to shoot at the correct angle when moving
Necron – updated the Monolith attack VFX to play consistently
Orks – updated the Big Mek to hold the correct weapons after teleporting
Orks – fixed an animation issue that caused the Tankbustaz rockets to be invisible when moving
Orks – updated Gorgutz’s ‘Ead ‘Unter gun to align correctly with the arms and correctly display projectiles
Sisters of Battle – fixed purple pixels on the Shrine of the Living Saint
Sisters of Battle – adjusted textures on the Canoness’ hand to no longer appear to be invisible when shown in the Main Menu
Space Marines – Dreadnought animation corrections for parts of the model becoming invisible during sync kills
Space Marines – added glowing VFX to the Plasma Generators
Space Marines – updated bullet tracer VFX to the Tactical Marine bolters
Space Marines – fixed the badge size on Terminator squads
Space Marines – adjusted VFX placement on the Skull Probe when using the Librarian Word of the Emperor ability
Tau – updated Kroot Carnivore Squad to correctly hold their weapons when firing after moving.
Under Siege – fixed several impasse bugs on Dawn of War Campaign Mission 3 to prevent clipping through walls
Testing Grounds – updated numerous locations where objects overlapped that was causing flickering
Fata Morga – adjusted grass placement to improve terrain alignment
Deadly Archeology – created new environment pieces to reduce the number of objects in the map and improve performance
Deadly Archeology – adjusted height of some of the decorative planters to avoid flickering
Sandstorm – reduced density of sandstorm FX to improve performance
Modding
Hotkeys – incremented the Hotkey version to support new fixes in this patch
Documentation – added new information about tuning environment & FX lighting
Crash – fixed a crash that could occur when a Winter Assault campaign mod did not have “wxp_order” and/or “wxp_disorder”
Gameplay – added support to “squad_leader_ext” to support Faith and Soul costs
Gameplay – fixed cases where AddOns with a 0.0 second timer were not correctly handled and had longer than desired durations
Rendering – added support to disable specific objects from casting shadows by using the “cast_shadows = 0” simvis_attribute associated with that model’s .lua file
Mission Editor – fixed a crash that would occur when doing undo / redo after performing move or copy / paste actions
Mission Editor – updated the Entity List to make it easier to find duplicated / overlapping objects by adding columns that show the X & Z locations and an overlap indicator to highlight likely overlapping objects. Objects that have the same transform (position and rotation) but different blueprints are not considered
Mission Editor – added an Objects menu allowing hiding and unhiding of the selected or unselected units
Mission Editor – added a new Decal List that shows all the decals placed in a given scenario. Decals can be selected and hidden / unhidden from the list
Mission Editor – added support to quickly scroll between overlapping decals. When hovering over the decals using Shift+Mousewheel will allow scrolling between the decals under the pointer. Press Space to select the highlighted decal
Mission Editor – added a toggle to show lighting volumes in the editor. It can be found in Edit > Options > Show Lighting Range and enables rendering of lighting fall of spheres showing the effective illumination range
Mission Editor – fixed a crash that would occur when trying to Hide or Select an item on the Entity List that no longer exists
Mission Editor – Height mode in the Object Placement tool is updated the “Adjustable” button renamed “Fixed” to better reflect how it works. An Apply Height Mode button is now added and will apply the selected “Fixed” or “Relative” height mode when clicked. Setting an object's Height mode to Relative to Terrain no longer snaps its height to the terrain. Its current height remains the same; when moved the object will react such as to maintain this height relative to the terrain. Similarly, setting Height Mode to Fixed will not alter object's height; when moved its height will remain fixed
Known Issues
The team at Relic is constantly reviewing issues reported by the community and adjusting priorities to address the most frequently occurring issues. These are some of the higher priority issues we are currently tracking. Thank you for all your submissions to help.relic.com!
Audio – Dialogue lines can intermittently be skipped during cutscenes – both dialogue and subtitles do not trigger
Audio – Specific high-end audio hardware may fail to initialize, leading to the game not having audio on launch. Improvements have been made to support a wider variety of configurations, but if you are experiencing this issue please send in information about what hardware & software you are using to help.relic.com
Invitations – Accepting an invitation immediately after quitting an Automatch search can fail to join and require a second invitation
A.I. – Specific combinations of A.I. factions & difficulty level can lead to armies that do not build the correct units in the early game for capturing strategic points, can fail to upgrade units in the late game, and can build only a limited variety of units
Hotkeys - When attaching a Sorcerer (with Corruption unlocked) to a squad with an Aspiring Champion (with Berzerk Fury unlocked), Berzerk Fury will be "pushed" to the fourth position of the final row. With grid keys on, this means it can only be triggered via hotkey if Corruption is on cooldown (as they share the hotkey C). Despite the push, the abilities function normally when clicked or when using non-grid hotkeys. Given the number of abilities at play with upgraded Sorcerers and Cultist squads, this was the best compromise that allowed all abilities to be accessible
Modding – Modders building Campaign mods with DoWDE as a parent mod or as a RequiredMod can have the mod fail to load and have their options settings reverted to default unexpectedly when attempting to launch the campaign(s)
Modding – Modders are limited to a hard cap in number of upgrade research available in each building
Source
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