Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Exodus 2021 v1.4
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Update: 21 Mar, 2019 @ 8:04am

Oops
Fixed an issue where Liftadroppa was 0 EP cost for testing purposes.

Update: 21 Mar, 2019 @ 8:03am

Reverted Imperial Knight Paladin Battlecannon change except for damage type change from AP to True

Wraithseer Kayduin D-cannon damage type changed from AP to True

Taldeer is now a 10 point Elite. Shield increased to 7000 from 4500 and damage restored back to 550 from 450.

Rangers and Snipers now do 2.5% bonus damage to Elites from 1%.

Dreadnoughts and Deff Dreads now get bonus damage against Listening Post and Resource Generators to neutralize the damage mitigation from AP weapons attacking Normal armor.

Sensor Beacons now detect invisible units.

Banshee Rage bonus shield reduced to 300 from 500

Retribution barrier now persists for twice as long. 4/6/8 seconds scaling with charges of Godsplitter remaining.

Whirlwind Relocate now deals True damage from Armour Piercing when dropped on enemy units.

Assault Leap damage increased to 80 from 40

Space Marine Drop pod shield now depends on unit type instead of being a flat 500 hp. Duration is also individualized, given less offensive units longer shield durations.


Mega Nobs Command Shield amount while channeling shout reduced to 200 from 400
Liftadroppa's Command - Skorched Erf Skorched Erf flame damage reduced from 12.5 to 4.2

See the cumulative comprehensive patch notes here: https://www.evernote.com/l/AWcBHr1J7O1P6andq1Fw5QBjzE2ghhNr3xs/

Update: 11 Mar, 2019 @ 6:50am

Fixed bug with Whirlwind Bolters having extended range.

Reverted change to Dreadnought and Deff Dread vs Listening Post/Generators. Somehow it was working the other way around where LP's would kill them in a few seconds. Going to reimplement at a later date.

Update: 11 Mar, 2019 @ 5:39am

Assault Marines now have less damage reduction while in the air - to 50% from 75%
Assault Leap now consumes a Jump Charge
Assault Leap damage increased to 40 from 20

Imperial Knight Paladin now fires 4x faster but does proportionally less damage
Damage to 62.5 from 250
Cooldown to 0.5625 from 2.25
Damage type changed to True from Armour Piercing

This may be reverted depending on what people think. I was told the gun was supposed to be more rapid fire in the lore so I thought I'd try this out.

Dreadnoughts and Deff Dreads now do their full damage against Listening Posts and Resource Generators

Known Issues:
After firing a Barrage the Whirlwind side bolters will have their range extended to the barrage range.

Update: 9 Mar, 2019 @ 11:00am

Adjusted XP gain rate for all Elites to be roughly 10x the base rate. The rate was heavily reduced when playing the mod in custom games so this will help make it easier to level up Elites. I will make a separate mod to make it extremely fast if you just want to level up all the elites right away.

Tactical Marine flamer upgrade now gives them a proper flamer in addition to its previous effects.

Kill Team flamer had its stats adjusted to implement the Tac flamer.

Damage reduced from 2.5 to 1
AoE reduced from 25 to 15
When Killteam equips the flamer upgrade it will boost its damage back up to the old value of 2.5, so effectively he is unchanged other than the AoE reduction so the screen doesn't get covered in flamers.

Update: 8 Mar, 2019 @ 6:45am

Mass Recall no longer affects Servitors, Bonesingers and Gretchins.
Whirlwind now has some side bolters
Increased acceleration of whirlwind from 1.6 to 2.4
Increased acceleration of predator from 2 to 2.4
Adjusted rotation speed of both Whirlwind and Predator from 60 to 120

Update: 7 Mar, 2019 @ 5:51am

Fixed an issue with Dark Reaper's not having guns anymore.

Update: 24 Feb, 2019 @ 2:24pm

Fixed a bug with Reaper Focus giving enemies hit by Dark Reapers infinite weapon range.

Update: 24 Feb, 2019 @ 9:53am

Fixed a bug with Scout Mines not working.

Update: 24 Feb, 2019 @ 9:49am

Fixed a bug with the Deathwatch Vortex Grenade