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Steam News29 August 20178y ago

Patch Notes: August 29, 2017

New Modding tools added Steam Workshop support added for new mod tools Improved Autosave added to campaign Balance update (multiplayer only, balance changes do not apply to the campaign) Gameplay Vehicle health upgrades

In this update2

Full notes

Full Warhammer 40,000: Dawn of War III update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix5 additions19 changes1 removal
  • Gameplay
  • Workshop
  • Balance
  • Fixes
addedNewModding tools added
addedNewSteam Workshop support added for new mod tools
addedImprovedAutosave added to campaign
changedImprovedBalance update (multiplayer only, balance changes do not apply to the campaign)
changedGameplayVehicle health upgrades will now apply to player-made structures Buildable turrets for all factions have had their Power cost decreased from 60 to 50
removedGameplayDiomedes, Terminators, Mad Dread, and Wraithblades no longer gain Fury while attacking neutral objects
Power Generator initial Requisition cost80100Power Generator initial Requisition cost increased, buffPower Generator scaling Requisition cost1650Power Generator scaling Requisition cost increased, buffPower rate per generator2520Power rate per generator decreased, nerfPhase 2 : Power generator bonus50%87.5%Phase 2 : Power generator bonus increased, buff

Warhammer 40,000: Dawn of War III changes

addedModding tools added
addedSteam Workshop support added for new mod tools
addedAutosave added to campaign
changedBalance update (multiplayer only, balance changes do not apply to the campaign)
changedVehicle health upgrades will now apply to player-made structures Buildable turrets for all factions have had their Power cost decreased from 60 to 50

New

  • Modding tools added

  • Steam Workshop support added for new mod tools

Improved

  • Autosave added to campaign

  • Balance update (multiplayer only, balance changes do not apply to the campaign)

Gameplay

  • Vehicle health upgrades will now apply to player-made structures Buildable turrets for all factions have had their Power cost decreased from 60 to 50

  • Diomedes, Terminators, Mad Dread, and Wraithblades no longer gain Fury while attacking neutral objects

  • The slowing effect from Devastators, upgraded Lootas, Terminators, and Dark Reapers are now classed as a new status effect: suppression

  • Suppression does not stack with other sources of suppression, but the highest value of suppression will override the other sources

Economy

  • Power Generator initial Requisition cost increased from 80 to 100

  • Power Generator scaling Requisition cost increased from 16 to 50

  • Power rate per generator decreased from 25 to 20

  • Power reward from killing enemy Shield Generators decreased from 100

  • Power to 50 Power

Escalation Phases

  • Phase 2Power generator bonus increased from 50% to 87.5%
  • Phase 3Power generator bonus increased from 50% to 62.5%
  • Phase 4Power generator bonus increased from 25% to 30%

Tactical Marine

  • Reduced damage of Flamer upgrade from 5 to 3.75

  • Reduced damage over time of Flamer upgrade from 20 to 8

  • Reduced cost of Flamer upgrade from 75 Requisition / 50 Power to 75 Requisition / 40 Power

  • Reduced cost of Plasma gun upgrade from 100 Requisition / 50 Power to 75 Requisition / 40 Power

Bug Fixes

  • Frag GrenadeFixed a bug where Frag Grenades would fail to throw when Tactical Marines with plasma guns were overheating

Flamers teeter too much on the brink of too powerful or, worse, too risky for their cost. These changes bring their power down a notch, so that it's only that effective if you have another way to keep them stuck in the scorching flames. The intention for flamers was that this ability can be used to make big plays, but not to the extent that simply running through the flame for one second can completely destroy a squad. This is due to the damage over time debuff significantly overperforming.

Scout Sniper

Doctrines

  • HiddenThis has been changed to an activated ability, and now grants stealth and increases movement speed by 1.5 for 20 seconds
  • Cover FireThis has been changed to a toggled ability
  • Cover Fire: While active, shots apply a slow (that does not stack with other suppression effects) for 2 seconds

Though Scout Snipers themselves are in a good spot - their doctrine choices needed more differentiation. Hidden wasn't picked often and - although we recently buffed it - this didn't have the full impact that we were going for. This patch will convert it to an activatable ability that grants players more agency and allows it to be used defensively as well. Being compatible with Overwatch and the reworked Cover Fire, there's a lot of opportunity to make Scout Snipers quite a force. Cover Fire is also being changed. It is now an activatable, timed ability that causes Scout Sniper shots to slow, but also reduces damage. It can be deactivated at any time if you want to switch back to full damage.

Scout

  • Cost increased from 200 Requisition to 250 Requisition

  • Damage

Source

Steam News / 29 August 2017

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