Warhammer 40,000: Dawn of War III

Warhammer 40,000: Dawn of War III

Exodus 2021 v1.4
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Update: 19 Jun, 2018 @ 8:10am

V1.3

Global:
Reduces the Elite Point resource bonus AI receive from 2x to 1.25x. They still get Elites slightly quicker but not so fast that you're fighting a Wraithlord at 4 minutes.

Altered the scaling of some minimap icons. Let me know if you guys hate this.

Eldar:

Fire Prism minimum range increased from 15 to 30

Explanation:
Late game multiple fire prisms end up having a massive amount of fire power. By increasing their minimum range it makes them much weaker against flanks and jump units requiring other units to defend them.


Wraithblades base shields reduced from 1890 to 1650
Wraithguard base shields from 1350 to 950
Reverted change that allowed Soul Recall to always refund if interrupted.


Explanation:
Wraith units in the late game with the new upgrades and soul recall changes end up being nigh invincible in good hands. By reducing their base shields they will be a little bit more vulnerable when Soul Recall charges aren't available.





Update: 19 Jun, 2018 @ 7:23am

V1.2
Reverted change to Ironclad Dreadnought's Melee weapon type back to Armour Piercing damage.
Increased the damage from 200 to 325
Ironclad Dreadnought Barrage damage increased from 40 to 80
Ironclad Dreadnought Presence reduces multimeltacooldown by 1 second instead of 2.75 seconds.

Bugfixes:
Fixed a bug where the multimelta wasn't consuming charges when firing.

Update: 19 Jun, 2018 @ 6:24am

V1.1
Bugfixes:
Trukk no longer dies when using Suicide Bomma ability.
Fixed some display with ejektor seat.


Ironclad Dreadnought melee damage type changed from armour piercing to true

Working on a fix to the super OP melta landspeeders with ironclad but wanted to push this update out now to fix the war trukk.

Update: 23 Apr, 2018 @ 8:48am

V1.0 - Working on a cumulative changelog

Known bugs:
Some tooltips display as random squares while others work perfectly fine. Not sure how to fix this honestly.

Bugfixes:
Fixed a bug where some Elites would be unable to be redeployed after death. This required remaking some changes. So to keep track I deleted some files and remade the following changes:

Kommando movespeed raised from 6 to 7
Stormboyz Hitpoints raised from 350 to 455 (30% buff)
Jonah Orion Hitpoints increased from 2500 to 2750
Scorpions still have their shield buff by 30%.

Some tooltips work and some don't. Not entirely sure why.

Global:

Escalation now increase resource income by 30% each phase instead of 20%. This is just to make the late game resources more similar to retail.


Suppression was a bit buggy with the set movement speed so now it is a multiplier of movement speed. This will reduce its effectiveness a bit but it will stop buggy behaviour like causing charging units to move super slow.

Regular Suppression now reduces movement speed by 40%
Improved Suppression reduces movement speed by 50%

This will still be much stronger than vanilla suppression.

Power Core Shelter ability now costs 1 elite point instead of requisition/power.

Elite Units:

Chaplain Diomedes unlock cost changed from 3 to 4 elite points
Health increased back to 3100

Explanation: with his old stats. Moving him to 3 point was done haphazardly by Relic and it made him a little too strong. Rather than nerfing his kit I prefer to just restore him back to his proper level.

Venerable Dreadnought moved up to 8 points instead of 7

Explanation: The venerable dreadnought has an extremely powerful Presence ability and is very strong in combat in his own right. Compared to the Ironclad Dreadnought or Assault Terminators he's quite a bit more impactful, so by bumping him to 8 points he is a bit more delayed.

Imperial Knight Solaria Gatling damage increased from 13 to 15
Gatling minimum range reduced from 10 to 5


Explanation: Solaria is quite a bit less popular than the Paladin despite her most expensive cost. This just gives her a bit of a boost.

Beauty De Morkenaut moved up from 9 points to 10 elite points

Explanation: Beauty's extra utility makes her quite a bit stronger than the Gorkanaut. The higher elite point cost helps reflect that difference.

NOTE: Elite point cost changes WILL NOT be reflected in the out of game selection. However within the game the cost will be correct. This is a limitation of the mod tools.

Line Units:

Dreadnought Heavy flamer damage increased from 3 to 15
Range increased from 12 to 17

Assault Leap ability movement speed reduced from 29 to 9.


Upgrades:

Ork Infantry Health upgrades now boost by 20% rather than 15%
Spacemarine Infantry Health upgrades now boost by 20% rather than 15%
Ork Vehicle Health upgrade lvl 3 now boost by 30% rather than 15%
Spacemarine Vehicle health upgrade lvl 3 now boosts by 30% rather than 15%

Doctrines:
Spacemarine Turret doctrine no longer adds the Elite healing aura. (Since it doesn't work anyway.) Now it simply boost damage and health by 20%.





Update: 22 Apr, 2018 @ 10:12am

V0.09.03 More Bugfixes

Update: 22 Apr, 2018 @ 7:26am

V0.9.02 Minor Bug fixes

Update: 21 Apr, 2018 @ 10:27am

v0.9.01

Leading up to a V1.0 release, here are a few balance tweaks and fixes

Bugfixes:
-Suppression should no longer affect vehicles.
-Lascannon requisition cost now rounds correctly


-Reverted changes to Imperial Knight Paladin Ion Shield
-Reverted changes to Imperial Knight Paladin Piercing Shot
-Reverted changes to Solaria's Ironstorm Missiles
-Reverted changes to Terminator Cyclone Missile Barrage
-Reverted changes to Morkanaut Mega Blast


These abilities now have their vanilla properties.

Explanation: Some of the damage reductions started to make the Elites feel a little too weak with the new health upgrades.

Global changes:

The cost of upgrades have been tweaked. All races now conform to the following:

Infantry Health & Damage lvl 1 - 25 Power ea
Infantry Health & Damage lvl 2 -50 Power ea
Infantry Health & Damage lvl 3 - 100 Power ea


Vehicle Health & Damage lvl 1 - 50 power ea
Vehicle health & Damage lvl 2 - 75 power ea
Vehicle Health & Damage lvl 3 - 100 power ea

Each upgrade now takes 30 seconds to unlock rather than 60 seconds.

This ultimately makes upgrades significantly cheaper and faster to get. The reasoning for this is to encourage players to invest in them sooner.


Misc Changes:

Wraithknight Focused beam damage increased from 150 to 200
Autarch Kyre's cyclone damage changed back to True from Normal
Jain Zar's Triskele damage on initial cast reduced from 75 to 50
Devastator and Loota Deffgun accuracy modifiers changed from 0.25/0.5/0.1 to 0.5/0.8/0.1.

Update: 11 Apr, 2018 @ 1:15am

V0.9

Bonesingers, Servitors and Gretchins can no longer attack and tie units up in melee. (Gretchins can no longer shoot their pistols either)

Explanation: Workers being used to tie units up has been a bit of a balance issue at high levels of play. Especially with teleporting Bonesingers.

Suppression now reduces unit movement speeds to a specific value rather than simply subtracting from their current movement speed. This means that movement speed buffing abilities are no longer a mitigating factor when suppressed, which will make fleet of foot, Waaagh and other speed buffing abilities less effective at allowing units to simply charge head on at suppression teams.

Normal suppression will reduce movement speed to 4.5 while Improved Suppression (SM only) reduces it to 3.5.

The original system was -1 movement speed for basic suppression and -2 for improved suppression. Tactical marines had 6 movement speed while fleet of foot Dire Avengers had 9.

This means that suppression is only slightly better against Tactical marines while significantly better against fleet of foot Dire Avengers.


Weapons team damage scaling: less damage at a distance

Distance

Max 45
Far-30
Close-20
Near- 10

Accuracy modifiers
Far-0.25
Mid- 0.5
Near - 1

This does mean that weapon teams no longer dish out a ton of ranged damage except for when targets get close.


Explanation: Ultimately the goal is to make weapon teams behave more like their DoW2 counterparts as a crowd control tool and less of murder lasers.


Scout Cluster Mines now recharge overtime. Max of 3 mines, 1 will regenerate every 90 seconds.

Cooldown of Scout mine laying ability reduced from 50 seconds to 30 seconds.

Known bugs:
SM Turret Doctrine Elite healing does not work.



Update: 10 Apr, 2018 @ 4:39pm

V0.8.01 Updated the new AI a bit.

Update: 9 Apr, 2018 @ 11:45pm

V0.8

Bugfixes:
Assault Marines are buildable from the Barracks again. (oops)
Bonesinger Warp ability should be back to the W key
Wraithguard can fire while moving when using Rift Blast
Soul Recall charges will no longer be "eaten"

Known Bugs:
blah blah tooltips. Tracking all these down is a pain.
Shuriken Catapult Turret doesn't display "warping" visual while using the Warp ability.

Gameplay:
Made some changes to the AI that should hopefully make them more of a challenge.


Global:
Base Requisition income reduced by ~25%
Elite Point generators now have a fixed cost again.
Base Turret stops stun animation after 12 seconds allowing it to wind up attack before enemy units exit stasis.

Listening post health increased to 1500
Cost reduced to 250


Eldar:
Wraithknight Focus Beam cast time increased from 3 to 5 seconds.

Explanation: This ability is quite devastating and it is too hard to interrupt it with only 3 seconds. (Unless you have an instant stun on hand like Boyz.) This gives you enough time to actually counter it with abilities like Gabriel's Godsplitter or Blind grenades that previously you couldn't get off in time unless the stars aligned.

Eldar Turret Doctrine now gives the turrets the "Warp" ability allowing them to teleport.
Eldar turret health reduced from 2500 to 1500


Ork:
Roks "large rok" damage changed from True to Armour Piercing
Damage reduced from 500 to 350

Explanation: I want roks to be less of "Drop the big rok on the enemy" and more about playing keep away with the AoE damage from the smaller roks. Currently it is used very cheesily with teleport/warp abilities (guilty of this myself) and I want this sort of style to be much weaker.

Ork Turret Doctrine now causes the turret to drop a large pile of scrap when scuttled.

Space Marines:

Turret doctrine now causes the turret to heal nearby elites and do 20% more damage.

Jonah's hitpoints increased from 2250 to 2600.

Blessings of Omnissiah repair rate increased by 50%