In this update2
Full notes
Full Warhammer 40,000: Dawn of War III update
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What changed
- Gameplay
- Workshop
- Balance
- Fixes
Warhammer 40,000: Dawn of War III changes
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
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