Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

+DEATHWATCH+ (DISCONTINUED)
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Update: Nov 30, 2018 @ 1:38am

BALANCE/CHANGE PASS #5
(GLOBAL)
New Intro text display.

ALL ELITES ARE NOW TRAINABLE FROM BUILDINGS.
(EXCLUDING IRONCLAD DREADNOUT, WRAITHSEER KAYDUIN, AND LIFTA-DROPA WAGON.) “These are not in the mod tools.”
ELITE point resource income reduced from 0.004166668 to 0.0015625. (400% > 150% of vanilla EP income.)
ELITE point resource income from generators reduced from 0.00124 to 0.00062. (400% > 200% of vanilla EP income.)
All Trainable ELITE costs reduced to 100%, from 200%-300%.
Trainable ELITES now heal by buildings.
Trainable ELITES can no longer reinforce.

“I HAVE LITERALLY RUN OUT OF FILES TO PLAY WITH, AND CANNOT MAKE NEW SQUADS! BIG PROBLEM.”

(SPACE MARINES)
Loyalist and Chaos upgrades now cost 1EP to unlock.
Imperial Guardsmen
- Can construct cover (Sandbags.)
- Sandbags HP 1500A – Cost 20s + 100R
Heavy Bolter Devastators (Buff)
- Cost – 630R 30P > 600R 30P
Terminators (Buff)
- They use Assault Cannons again
Gabriel Angelos (Buff)
- Deals VERY HIGH DAMAGE to Daemonic units. (Needs tuning, was originally intended to counter the Bloodthirster which is broken and removed at the moment.)
Sternguard/Vanguard Marines
- Failed to change their helmets.
Kill Team Squad (REMOVED)
- Turned into Possessed Marines
- Somewhat redundant with the addition of IRONMAW.
- Did not represent the Deathwatch chapter diversity well enough.
- Chaos could use new toys. Loyalists have too many already.
Possessed Marines (Work in progress)
Turantula Turret
- Somehow managed to break it. Not working.

(ELDAR)
Immortals (REMOVED)
- Could not assign EP cost to them.
- Somewhat redundant with the addition of the Wraithlord.
- Real reason “It was turned into Wazmakka gun”.

(ORKS)
New Wazmakka Gun unit. (Work in progress)
New Hut building. (Work in progress)

TRAINABLE ELITES REQUIREMENTS INDEX:
ELITE – COST – UPGRADES REQUIRED – BUILT FROM – SQUADS LIMIT

(SPACE MARINES)
1. Assault Terminators - EP7 – Tier 3 – Chapel Barracks - 4
2. Terminators - EP6 – Tier 3 – Doctrine Chapel - 4
3. Kill Team IRONMAW – EP14 – Tier 4 – Orbital Relay - 1
4. Gabriel Angelos – EP4 – Tier 1 - Chapel Barracks - 1
5. Chaplain Diomedes – EP4 – Tier 2 - Doctrine Chapel - 1
6. Jonah Orion + Grey Knights - EP7 – Tier 3 – Fortress Monastery - 1
7. Venerable Dreadnought - EP7 – Tier 4 – Machine Cult - 1
8. Kill Team – EP5 – Tier 4 – Orbital Relay - 3
9. Deathwatch Predator – EP7 – Tier 4 - Orbital Relay - 2
10. Legion of the Damned - EP16 – Tier 4 - Fortress Monastery - 1
11. Knight House Varlock - EP11 – Tier 4 - Orbital Relay - 3
12. Knight House Raven - EP10 – Tier 4 - Orbital Relay - 3
13. Knight Errant - EP10 – Tier 4 - Orbital Relay - 3
14. Possessed Marines – EP5 – Tier 3 + Chaos – Daemon Spire - 3
15. Possessed Knight - EP9 – Tier 4 + Chaos – Daemon Spire - 3

(ELDAR)
1. Striking Scorpions – EP3 – Tier 3 – Webway Gate - 4
2. Warp Spiders - EP6 – Tier 3 – Warrior Portal - 4
3. Macha – EP3 – Tier 1 - Warrior Portal - 1
4. Jain Zar – EP6 – Tier 3 – Infinity Portal - 1
5. Ronahn – EP3 – Tier 2 - Webway Gate - 1
6. Wraithlord - EP7 – Tier 3 - Infinity Portal - 1
7. Autarch Kyre – EP5 – Tier 4 – HQ - 1
8. Wraithknight - EP10 – Tier 4 – Colossal Webway Gate - 3
9. Taldeer - EP11 – Tier 4 - Colossal Webway Gate - 3

(ORKS)
1. Storm Boyz – EP3 – Waaagh! 3 – Boyz Hut
2. Mega Nobz - EP6 – Waaagh! 3 - HQ
3. Kommandoz – EP6 – Waaagh! 4 – Dakka Hut
4. Gorgutz – EP4 – Waaagh! 1 - HQ
5. Big Mek Wazzmakka – EP4 – Waaagh! 2 - Dakka Hut
6. Weirdboy Zapnoggin – EP3 – Waaagh! 3 - Boyz Hut
7. Mad Dread - EP7 – Waaagh! 4 – Mek Shop
8. DEFFWOTCH - EP13 – Tier 4 – Gorgutz Gun
9. Gorkanaut - EP11 – Tier 4 - Gorgutz Gun
10. Morkanaut - EP10 – Tier 4 - Gorgutz Gun
11. Wazmakka Gun – EP6 – Tier 4 - Gorgutz Gun

TOO MANY THINGS TO NOTE DOWN.

End of Patch Notes

Update: Oct 30, 2018 @ 12:47am

BALANCE/CHANGE PASS #4
(GLOBAL)

(SPACE MARINES)
Legion of the Damned (Fix/Nerf)
- Fixed their boltgun weapons.
- HP for Damned Legionaires – 2000A > 1600A
Imperial Knight (Change)
- Now named “Imperial Knight House Raven”.
- Now has a proper House Raven Icon. YAY!
Possessed Knight (Change)
- Now costs 28 EP
Jonah Orion + Grey Knights (Change/Nerf)
- Grey Knight HP – 1000N > 700N
- Ranged DPS – 50 TRUE > 40 TRUE (Max entities hit in AOE – Infinite > 5)
- Ranged DPS – Deals +25% damage to Bloodletters.
- Melee DPS – 42 TRUE > 37 TRUE
KILL TEAM IRONMAW (Nerf)
- All member of the squad have their HP reduced from 1000 > 800 (Excluding Angelos, who remains at 4000HP)
- Shield HP – 4500 > 3000
- The absolute center piece of this mod. I want to keep their diverse damage profile, which is perfect for killing Elites, as the Elite hunters I designed them to be. However they are indeed the jack of all trades with “2 get out of jail free cards”. Recall and Thunderhawk Redeployment. Yes they are expensive, however they do not need to be so tanky as well. Further observation required.
- Brother Nero - Upgraded Plasma Gun
Kill Team (NEW!)
- Kill Team Squad
- Limit 3 Squads
- Upgraded Plasma Guns
Imperial Guardsmen (Tiny Buff)
- DPS.R – 2 > 2.1
Venerable Dreadnought (Fix)
- No longer requires unit upgrades to build.
Terminators (Buff)
- Ranged DPS – 16 > 17 (Storm Bolter)
Daemon Spire (Change)
- Limit 5
- Each Spire built increases the cost of the next spire by 50 requisition, but reduces the cost of Bloodletters and Traitor Guardsmen by 10%.

(ELDAR)
Howling Banshees (Nerf)
- HP – 200N > 84N (Back to vanilla HP)
Striking Scorpions (Buff)
- HP – 180N > 240A
- Shield – 1350 > 1500
Immortals (BUG!)
- Cannot seem to place an Elite Point cost on them for whatever reason.
- Yes I am aware that they are completely free.
- Damn.

(ORKS)
NOFFIN’

End of Patch Notes

Update: Oct 24, 2018 @ 4:54am

EPIC BALANCE/CHANGE PASS #3
(GLOBAL)
RESOURCE RATE OVERHAUL/OVERLOAD
Power Income Increased from 0.104 > 0.13 (+25%)
Elite Point Income Increased from 0.001041667 > 0.004166668 (+400% / x4)
Elite Point Income (Per Generator) Increased from 0.00031 > 0.00124 (+400% / x4)

All Elites costs increased, (+300% / x3)
All trainable Elite squads (With multiple entities) costs increased, (+200% / x2)
Most trainable Elite squads (With multiple entities) max cap – 2 > 4
All trainable Elites, now cost Elite Points to make and “reinforce”.
All trainable Elites, “required unit upgrades” removed. Only the Tier requirements remain.

(The design philosophy of this is to make the Elite Point Resource more important. Now you can pick up dropped EP from killed Elites. Now all trainable Elites cost EP and are reinforced with EP. Due to the extensive use of the EP resource system, I deemed it acceptable to increase some of the max squad caps, on trainable Elites. Hence more Terminators are allowed, because they will die and cost EP to reinforce and train. I also deemed it reasonable enough to increase the Elite Cost by +300% instead of 200% (FOR SINGLE ENTITY ELITE SQUADS), because they could auto heal by structures, and did not need to be reinforced.)
Of course the Super abilities are 4x more expensive now as well. (+400% / x4)
\\As you can tell… Elite Points are now pretty damn important.//
(THE REAL REASON FOR ALL OF THIS… IS BECAUSE 0.5 OF 1 EP DOES NOT EXIST! EVERYTHING IS SUBJECT TO TUNING!)

(SPACE MARINES)

Chaos (NEW UPGRADE!)
- Allows the production of Chaos buildings and units.
- Daemon Spire (New Building!) Spawns Chaos reinforcements. Traitor Guardsmen, Bloodletters, Possessed Knight

Astartes (NEW UPGRADE!) (Banner Icon)
- Allows the production of Imperial buildings and units.
- Orbital Relay (NEW Building!) Spawns Imperial reinforcements. Skitarii, Deathwatch Predator, Mechanicus Knight
- Alarm Console (NEW Building!) Provides massive vision, and map control.
- (IMPORTANT!!!) Prevents the use of Chaos units.

Tier 4 Heavy Armour Deployment (NEW UPGRADE!)
- Allows the production of your ultimate units.

Jonah Orion + Grey Knights (Nerf)
- Cut Jonah Orion’s Eldritch Storm Weapon DPS in half – 100 TRUE > 50 TRUE
- Eldritch Storm Weapon Max Range – 80 > 40
- Eldritch Storm Weapon Min Range – 15

Heavy Bolter Turret (NEW!)
- Anti Infantry turret.

Tarantula Turret (Change)
- Now fire missiles. (Good VS vehicles)
- Requires T2
- Cost – 300R + 50P > 325R + 100P (Probably my new cost formatting, easier to read.)

Imperial Knight (Change)
- Now a “Mechanicus Knight”
- Equipped with Thermal Spear (A Thermal Spear is supposed to be a giant Melta, “Rapid fire Plasma Cannon is the best I could do”.)
- Warp Teleport, Gorkanaut Shield, Abilities
- Poison Smoke bomb weapon

Skitarii (NEW!)
- TRUE damage snipers, with detection abilities!
- Limit 6 squads (Because they’re snipers.)
- If you ever wanted to try sniping tanks, now is your chance.
- Use a red paint scheme so they look like they’re from mars.
- Servitor voices lol.
- Requires Tier 3

Vanguard Marine Squad (Change)
- Icon – Changed to Assault Marine icon

Sternguard Marine Squad (Change)
- Moved to Doctrine Chapel

Venerable Dreadnought (Change)
- Moved to Machine Cult

Assault Terminators (Buff)
- HP – 1800 A/A x3 > 2000 A/A x3
- Added Imperial Knight Shield Ability. (To assist the CHARGE and to tank ranged damage!)
- Elite Assault Terminators do not have the shield ability unfortunately.
- Maximum Squad Cap – 2 > 4

Terminators (Buff\Change)
- All line unit Terminators now equipped with storm bolters.
- Maximum Squad Cap – 2 > 4
- Elite Terminators are armed with assault cannons.
- Assault Cannon DPS – 5 A/A > 7.5 A/A
- Maximum Squad Cap – 2 > 4

Deathwatch Predator (Buff/Change)
- Now costs 18EP
- HP – 3000A > 3500A
- Can no longer upgrade multi melta
- Maximum Squad Cap – “Remains at 2”

(ELDAR)

Tier 4 Craftworld Reinforcements (NEW UPGRADE!)
- Allows the production of your ultimate units.

Wraithknight + Taldeer (Buff)
- Move speed – 5 > 7
- Trainable Wraithknight moved to - Colossus Webway Gate
Wraithlord (Buff)
- Added Falcon Shield ability

Immortals (Change)
- Now cost 7 EP each (21 EP Squad)
- Maximum Squad Cap – “Remains at 3”

Striking Scorpions (Buff/Change)
- Squad – 5 > 6
- Requires Tier 3 (You should use banshees.)
- Maximum Squad Cap – 2 > 4

Warp Spiders (Change)
- Maximum Squad Cap – 2 > 4
- Moved to Warrior Portal

Colossus Webway Gate (NEW Building!)
- Spawns Wraithknights.

Eldar Disruptor (NEW Building!)
- Currently serves NO FUNCTION. Looking for possible roles for this building.

Eldar Webway Gate (BUFF!)
- Webway gate stealth doctrine, is now a toggled ability, and not a timed ability.
Some Eldar Elites now drop Soulstones upon death. (May turn this into something cool later.)

(ORKS)

Tier 4 The Great Waaagh! (NEW UPGRADE!)
- Allows the production of your ultimate units.

Nobz (Fix)
- Now trainable again.

Storm Boyz (Change)
- Waaagh Banners required – 2 > 3
- Maximum Squad Cap – 2 > 4

Kommandoz (Change)
- Waaagh Banners required – 3 > 4
- Maximum Squad Cap – 2 > 4

Mega Nobz (Change)
- Maximum Squad Cap – 2 > 4

Trukk (Buff)
- Trukk Reinforce upgrade (Pile of Guns), now adds +3 movement speed to Trukks.

Big Trakk (Buff)
- Smoke Shells ability cooldown – 90s > 70s
- Smoke Shells now deal 10 DPS per second to units inside

Gorgutz Gun (NEW Building!)
- Spawns Gorkanauts
- “That is all for now…”

HOPE YOU ENJOY!
End of Patch Notes

Update: Oct 17, 2018 @ 4:23pm

BALANCE/CHANGE PASS #2
(GLOBAL)
All turrets build time increased from 30s > 45s.
All builders can now use mines, once upgraded.

(SPACE MARINES)
Jonah Orion + Grey Knights (FIX!)
- Can now heal when by allied buildings. (whoops)

(ELDAR)

(ORKS)
Big Trakk (Buff)
- Range – 100 > 125
Missile Wagon (NEW!)
- Fires missiles doing AOE A/A Damage.

End of Patch Notes

Update: Oct 6, 2018 @ 2:19am

BALANCE/CHANGE PASS #1
“SADLY THE UNIT COVER MECHANIC WAS REMOVED, DUE TO A BUG PREVENTING CERTAIN WEAPONS, FROM DAMAGING UNITS WITH THE COVER PROPERTY.”

(SPACE MARINES)
Jonah Orion + Grey Knights (NEW!)
- Cost – 3 EP > 6 EP
- Jonah Orion is now accompanied by 6 Grey Knights
- Emperor’s Light Ability – Duration – 3.125 seconds > 6 seconds
- Added Ability – Psyker Blast
- Added Ability – Land Speeder Lone Wolf Doctrine
- Added weapon to Jonah Orion – Eldritch Storm Lightning Bolt
Tactical Marines (Buff)
- HP – 280N x5 > 320N x5 (1400 > 1600)
Imperial Guardsmen (Nerf)
- DPS.R – 2.1 A/I > 2 A/I
- Guardsmen Grenade Ability DPS – 40 A/I > 35 A/I (Max entities hit “Infinite” > 6)
- Movement – 7 > 6
Crusader Marines (Nerf)
- HP – 340N x5 > 320N x5 (1700 > 1600)
- No idea how the AI is using assault leap on these guys…
Vanguard Marines (Nerf)
- HP – 600A x5 > 575A x5 (3000 > 2875)
- DPS.M – 34 A/A > 22 TRUE (Now less of a threat to armoured squads, “Wraithblades, Terminators, etc”)
Dreadnought (Buff)
- No longer requires population (whoops)
Scout Snipers (Nerf)
- Limit 6 squads (No Spam)

(ELDAR)
Dire Avengers (Buff)
- DPS.R – 3.1 A/I > 3.3 A/I (Can now fire while moving)
Howling Banshees (Buff)
- HP – 64N x5 > 200N x5 (420 > 1000)
- Movement – 7 > 8
Dark Reapers (Change)
- Cost – REQ/540.POW/20 > REQ/600.POW/30
- DPS.R – 8.5 TRUE > 9.5 TRUE (Max entities hit “Infinite” > 8)
- AOE.DPS - 0.66 > 0.4 Mid/Far 1 Near (If that makes sense… Basically the further away the units are from the hit, the less damage they take. 1 = 100%, 0.66% = 66% etc.)
- (These guys… I never know what I want to do with them.)
Rangers (Nerf)
- Limit 6 squads (No Spam)
Wraithblades (Buff/Change)
- Cost – REQ/180.POW/225 > REQ/400.POW/300
- DPS.M – 80 A/A > 90 TRUE (Now an even greater threat against Infantry)
- HP – 420A x3 > 500A x3
- Movement – 4 > 5
Wraithguard (Buff/Change)
- Cost – REQ/150.POW/175 > REQ/300.POW/300
- Movement – 3 > 4
- Allowed Weapon Overkill (if true, applies full damage to the squad's health, even if it results in multiple entity deaths / critical) (Should help kill multiple entities in a squad)

(ORKS)
Deffkopta (Nerf)
- DPS.R – 11.1 A/I > 9 A/I
Nobz (Buff/Change)
- Cost – REQ/250.POW/200 > REQ/600.POW/100
- DPS.M – 37.5 A/I > 39 A/I (Crushing Blows! Nobz now slow enemies on hit and deal AOE damage!)
Lootaz (Nerf)
- Cost – REQ/462.POW/0 > REQ/462.POW/18
Weirdboy (Buff)
- HP – 500N > 1000N
Mega Nobz (Buff)
- DPS.M – 70 A/A > 100 A/A

MUCH MORE DATA NEEDED! PRAISE THE MACHINE SPIRIT!
End of Patch Notes

Update: Oct 1, 2018 @ 12:48am

Bloodletters now have the Nobz Stukk In Dorctrine.
Venerable Dreadnought working now.
Bloodthirster removed (too buggy).

Eldar Energy Shield (Building)
Cost - REQ/250 POW/30 > REQ/300
HP - 2000A > 3000A

(COVER REWORK)
All buildings, vehicles (excluding floating Eldar skimmer tanks), and walkers (excluding knights with the exception of Gorkanauts and Morkanauts) now absorb incoming projectile damage. This can be used for many new strategies, for shielding your infantry from incoming fire in the field. This is quite fun, tested and working.

All ranged infantry can now enter enemy held cover. No more safety bubble for you, heretic.

Shadow Spectres Cloak should now work.

Traitor Guardsmen now have regular Guardsmen squad formation.

Update: Sep 19, 2018 @ 5:29pm

(NEW!) Traitor Guardsmen! Good at melee and range.

Possessed knight changes. Turned into more of a fast Melee Walker.

(NEW!) Bloodthirster! WIP (Has only abilities, very buggy) (Hint: DO NOT USE THE FLY ABILITY)
VERY HIGH HEALTH. Takes +250% Damage from behind. Takes extra Damage from Gabriel’s DAEMON HAMMER.

Legion of the Damned (AKA. Venerable Dreadnought Elite) ranged and DPS buff.

Snipers +50% DPS vs Elites.

Vanguard Veterans HP 620 x5 > 600 x5 (nerf, nerfs may continue.)

Venerable Dreadnought (line unit) currently broken. Don’t know why, but it cannot be used.

Update: Sep 12, 2018 @ 3:51pm

Scouts no longer set up mines, servitors do.
KILL TEAM IRONMAW 9 > 10 Elite Points

(NEW!) Possessed Knight (WIP)

(NEW!) LEGION OF THE DAMNED - 13 Elite Points (Venerable Dreadnought)
- Cannot be knocked back
- Very High Health
- Slow movement
- Venerable Dreadnought abilities + Banner Beams + Solaria Overheat Buff + Warp Shift

Venerable Dreadnought turned into a line unit – Cost 1000 REQ / 600 POW

(NEW!) Bloodletters added to the Chapel Barracks, for all you heretics out there. You know who you are… and we will find you.

Currently working on the Big Daemon, it is buggy as hell with no attack animations just abilities.
Solaria Overheat Buff 20% > 30%
Solaria now fires large rounds

Update: Sep 7, 2018 @ 1:00am

Bomb Squigz now cost 400 REQ instead of 5… whoops.

Orks have not been getting much love, so in the upcoming patch, they will get Kommandoz as line units. Also the Kommando Elite, has evolved yet again, into a new and terrifying form!

TREMBLE WITH FEAR HUMIEZ!
THE DEFFWOTCH IS ERE!

KOMMANDO ELITE = DEFFWOTCH

Update: Sep 4, 2018 @ 12:53am

Immortals
Build time 54s > 36s
Warp Shift ability cooldown 45s > 37s

Swooping Hawks
DPS.R 11 A/I > 14 A/I
Melee weapon removed/Cannot be tied up in melee
(Note: This was designed to further differentiate Swooping Hawks from Autarch Kyre, for obvious reasons. Also Swooping Hawk miniatures don’t use swords, they use big guns.)
HP 100 x5 > 125 x5
Moved to Tier 3
Can now reinforce

Land Speeder/Rhino Transport
Heavy Bolter DPS.R 13 A/I > 11 A/I
(Too much DPS)

KILL TEAM IRONMAW
Ranged Damage Buff
-200 HP from 10 KTIM members except for Angelos. -2000 HP.
HP ARMOURED > NORMAL
Brother Leon’s Exitus Rifle now fires a large bullet.
Brother Leon’s Vision increased from 45 > 60
Vortex Grenade now deals 25% of max HP TRUE damage, to enemies hit, and sucks them in like how a vortex should.
Vortex Grenades now cost 2 elite points to use.

Eldar Energy Shield Structures
SHOULD NOW BE BUILDABLE, Build time from 30 seconds > 20 seconds.

Predator Annihilator
Main Twin linked Lascannon 336 A/A > 268.8 A/A (-20%)
(Too much DPS)
Requisition cost 150 > 200

DEATHWATCH PREDATOR
DPS.R 150 A/A > 75 A/A (-50%) Fire Rate (+100%)
DEATHWATCH PREDATOR now moves faster during RUN OVER ABILITY

Vanguard Marine Squad
DPS.M 36 A/A > 34 A/A