In this update3
Full notes
Full Warhammer 40,000: Dawn of War III update
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What changed
- Gameplay
- Maps
- Balance
- Fixes
Warhammer 40,000: Dawn of War III changes
- Stormhero
Hey guys! We’re back to offer a closer look at the latest game patch, including the introduction of Leaderboards and our first set of balance updates! We’re working behind the scenes on our next set of updates and look forward to filling you in soon. For now, stay tuned, and we’ll see you in battle!
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)
Gameplay
Cooldown of all Super Abilities (Orbital Bombardment, Eldritch Storm, and Rokks) increased from 5 minutes to 7.5 minutes
Base Requisition rate increased from 260 per minute to 340 per minute
Base Turret damage reduced from 50 to 12.5 with each player in the game increasing that damage by 12.5 (i.e. 1v1 = 25 damage; 2v2 = 37.5 damage; 3v3 = 50 damage)
Turret primary weapon damage reduced from 40 to 15 with each player in the game increasing that damage by 6.25 (1v1 = 21.25 damage; 2v2 = 27.5 damage; 3v3 = 33.75 damage)
Escalation Phases
- Phase 1Increased refund on unit loss from 25% to 35%
- Phase 2Increased refund on unit loss from 15% to 25%
- Phase 4Decreased resource rate bonus from 50% to 25%
Maps
A 1v1 variant of Mork's Mire has been added into the Custom match and Quick-Match map lists
A 3v3 variant of Crucible of Vaul has been added into the Custom match and Quick-Match map lists
- Stratum P2-8Removed a Power Node from the middle Resource Point at the center of the map
- Stratum P2-8Added a Requisition add-on to the middle Resource Point near each base
Servitor
Bug Fixes
Fixed an issue where Servitors could see over some sight blockers
Tactical Marine
Reinforcement cost of Tactical Marine upgrades reduced from 75% of upgrade cost to 25%
Ranged damage increased from 2.85 to 4
Melee damage increased from 4.6 to 5.5
Flamer upgrade reinforcement cost decreased from 71 Requisition / 7 Power to 63 Requisition / 2 Power
Plasma Gun upgrade reinforcement cost changed from 75 Requisition / 9 Power to 65 Requisition / 3 Power
Bug Fixes
Fixed a bug that doubled the reinforcement cost of Tactical Marines when they were Overcharged
Fixed a bug that caused Tactical Marines to gain resources when Overcharged
Fixed a bug that prevented Tactical Marines from being able to melee when Overheated
Fixed a bug that caused Tactical Marine squads with Tireless to get spread out after being reinforced, or to not benefit from the doctrine when deployed from a Drop Pod
Fixed an issue where Tactical Marines could get both Plasma and Flamer upgrades if they were triggered simultaneously
We agree with the community that Tactical Marines are under performing relative to other starting units. Though they scale more strongly than their counterparts and have potent upgrades, these came at an additional cost.
Scout Sniper
Scout Snipers no longer need to wait for a short time before being able to move after having fired their weapons
Doctrines
Hidden: Now gains a 10-second speed boost after firing
A small quality of life improvement when using Scout Snipers will help them
Source
Changelog.gg summarizes and formats this update. How we read updates.
