
Today's update marks a full year of support for Warhammer 40,000: Dawn of War – Definitive Edition. Thank you to all the fans, modders, tournament organizers, and balance testers that have kept the community active and engaged – you have given us the opportunity to keep supporting a game that means so much to all of us here at Relic.
Going forward, after any required hot fixes or balance adjustments, the cadence of updates is likely going to slow and scale down as we allow the multiplayer meta to settle and generate more definitive data. Additionally, this will allow our team to spend time on some larger initiatives. The team will still be here, watching for ways to support the community.
As always, please continue to report any issues at https://help.relic.com/ to help us prioritize any new or existing issues.
Multiplayer Balance
General
This update looks to improve underused units, heavy weapons, and research, while also fixing some unit inconsistencies and improving some of the worst multiplayer matchups.
Chaos
Chaos are getting a cost increase to Khorne Berzerkers to reduce the effectiveness of some strategies where they were rushed together with the Chaos Sorcerer and could perform well even at a severe economic disadvantage.
Cultists are seeing a buff to their Plasma Guns and a minor buff to Grenade Launchers as well. Defilers are getting back some of their damage against Air units and the Chaos Lord is getting a targeted buff against some factions.
Cultist Squad
Plasma Gun accuracy increased from 40% to 50%, accuracy when moving remains at 30%
Grenade Launcher damage increased by 5%
Khorne Berzerkers
Squad cost increased from 200/20 to 220/20
Reinforce cost increased from 50/5 to 55/5
Defiler
Battle Cannon damage against Air units increased by 20%
Chaos Lord
Bolt Pistol damage against infantry high increased by 20%
Dark Eldar
Dark Eldar are getting an increase in the ranged damage reduction of the Energy Field for the Dais of Destruction to help them perform better in late game scenarios. At the same time we are removing Building High from being affected by Corrosion to prevent the Headquarters from being destroyed too easily by Dark Eldar in the later stages of a match.
Wyches are a bit too costly for what they can do after their previous nerfs and are getting a reduction in their reinforcement cost. Raiders are overperforming in the early stages of Tier 2 and are getting a reduction in their health. Finally, the Reaver Jetbike is getting some of its damage against builders back since it was reduced too much in previous patches.
Reaver Jetbike
Ranged damage against Infantry Low increased by 10% on all weapons
Raider
Health decreased from 1600 to 1500
Wych Squad
Reinforcement cost decreased from 60/15 to 55/15
Dais of Destruction
Energy field ranged damage reduction improved from 70% damage taken to 60% damage taken
Corrosion
Armor reduction effect can no longer affect Building High (Mostly HQ buildings)
Eldar
The Eldar are getting a targeted buff to the Warlock to help it survive a bit better with the goal of improving the Eldar vs Tau matchup where they are needed to detect and kill Stealth Suits in the early game. Mysticism is getting a slight cost decrease to make it more affordable and further improve Guardians early on.
The Eldar health research are getting a reduction to time cost which will help them come online earlier considering the long research time for all upgrades in the Soul Shrine. We are also fixing the second health upgrade so that it properly changes the armor type of the Banshee Exarch so it matches the armor type change of the rest of the squad.
Guardian Squad
Warlock health increased from 250 to 300
Webway Assembly
Mysticism cost decreased from 125/65 to 125/55
Soul Shrine
Wargear: Reinforced Armor research time decreased from 60s to 45s
Wargear: Enhanced Reinforced Armor research time decreased from 60s to 45
Wargear: Enhanced Reinforced Armor
New: Banshee Exarch now changes armor type from Infantry High to Infantry Heavy Medium to match the change in armor type of the normal Banshee squad members.
Imperial Guard
The Imperial Guards have been overperforming and are getting several small adjustments to their strength. Curse of the Machine Spirit is getting a reduction in duration and an increase in cooldown to make it harder to continually stun vehicles in the early stages of Tier 2 and Dauntless Valor is now moved to Tier 3 to reduce the amount of Psykers that can be put in the Command Squad earlier on.
The Guardsmen Plasma Gun, Chimera, and some of the Baneblade weapons are getting small damage reductions to reduce Imperial Guards strength in different stages of the game.
And finally, the Marauder is seeing some improvements to its Heavy Bolters to make them fire more frequently and to deal more damage.
Marauder
Both Heavy Bolters fire on the move accuracy increased from 5% to 15%
Heavy Bolters Horizontal/Vertical traverse speed increased from 45/20 to 90/40
Heavy Bolters damage increased by 20%
Curse of the Machine Spirit
Cooldown increased from 55s to 70s
Duration reduced from 12s to 10s
Guardsmen
Plasma gun damage reduced by 10%, this includes the minimum damage value
Tactica Command
Dauntless Valor now requires Regimental Command instead of Battle Command
Chimera
Damage reduced by 10% on all weapons, this includes the minimum damage value
Baneblade
Battle Cannon and Demolisher Cannon damage reduced by 10%
Necrons
Necrons are receiving small reductions to ranged damage for the Wraith and Necron Lord after researching Wraith Flight and Phylactery. This aims to improve some matchups where Wraiths were spammed together with a strong Necron Lord and were almost unkillable.
Chronometron is getting its cost reduced to make it more affordable in some matchups where Necrons struggle. Veil of Darkness is also getting its cost reduced since it is the least used out of the Necron Lords artifacts. Solar Pulse has gotten a further increase in its cooldown because of how well it can shut down ranged armies.
The Nightbringer is getting a speed increase to help it better engage and deal damage before it reverts into the Necron Lord again. Both the Necron Lord and the Lord Destroyer are getting increased damage to late game Relic units and the Krootox, which Necrons struggle to counter.
Wraith
Ranged damage reduction after Wraith Flight is researched reduced from 80% to 76%
Nightbringer
Max speed increased from 20 to 24
Necron Lord and Lord Destroyer
Melee damage against Daemon High and Vehicle High increased by 50%
Melee damage against Daemon Medium increased by 400%
Necron Lord
Phylactery ranged damage reduction lowered from 60% to 55%
Solar Pulse cooldown increased from 80s to 90s
Forbidden Archive
Chronometron cost reduced from 100 power to 75 power
Veil of Darkness cost reduced from 325 power to 275 power
Orks
Orks are having a bit of a hard time in the current meta and are getting some minor buffs to help them out.
Stormboyz are getting back some of the health buff from ‘Eavy Boy Armor that they lost in a previous patch. A couple of Pile of Gunz research are getting lower research time and Even More Dakka will now also increase the damage of the Shoota Squads Big Shootas.
Mega Armored Nobz are still underperforming and are receiving some additional buffs. Their reinforcement cost is being reduced, they now start with a bit more morale, and they build slightly faster.
The Slugga Burnas are too weak and are underused so they are getting a small damage increase in return for some lower damage against lightly armored buildings.
Pile of Gunz
More Dakka research time decreased from 60s to 45s
Even More Dakka research time decreased from 60s to 45s
NEW: Even More Dakka now gives Shoota Squad Big Shootas +15% damage.
Slugga Squad
Burna damage increased by 10%
Burna armor piercing against building low decreased by 30%
Squiggoth
Fixed the two Twin Big Shootas weapons so that they no longer deal minimum damage against certain armor types due to having 0 Armor Piercing. Armor Piercing against Infantry Heavy Medium, Infantry Heavy High, Building Low, Building Medium and Building High now set to 3 (21.6 damage per second instead of 3 damage per second)
Mega Armored Nobz
Reinforcement cost decreased from 100/60 to 100/45
Build time decreased from 35s to 30s
Base Morale increased from 400 to 500
‘Eavy Boy Armor
Stormboy health bonus increased from 20% to 27.5%
Wartrak
Bomb chukka slow effect reduced from 50% to 40%
Sisters of Battle
Sisters of Battle are receiving changes to fix several issues.
The Missionary is getting its Morale Armor standardized to avoid situations where squads would break too easily with a Missionary attached.
Celestians and Seraphims now generate slightly less faith to reduce the abundance of faith in the mid game but the late game global faith increase from Heart of Worship is now cheaper and more accessible.
The rest of the changes are mostly minor adjustments to improve different matchups and some improvements to the Sisters of Battles late game performance.
Missionary
Morale Armor increased from 30% to 50%.
Battle Sister Squad
Phosphor Grenades armor piercing against Infantry Medium increased from 70% to 80% for both damage over time and grenade damage
Seraphim Squad
Faith income from normal squad members reduced from 0.25 to 0.20
Angelic Visage bonus to max damage reduced from 25% to 20%
Celestian Squad
Faith income from normal squad members reduced from 0.25 to 0.20
Sister Repentia Squad
Righteous Fervor bonus speed increased from 30% to 50%
Eviscerator Armor Piercing against Vehicle High increased from 0 to 15% (from 4dps to 11.4dps)
Act of Faith: Emperor’s Touch
Weapon damage against commanders reduced by 25% for all squads affected by Emperor’s Touch
Weapon accuracy while moving reduced from 50% to 40%
Act of Faith: Divine Retribution
Duration increased from 15s to 20s
Faith cost decreased from 70 to 55
Listening Post
The following changes apply to both the Inferno Cannon and the upgraded Inferno Cannon:
Armor piercing against Commanders increased from 30% to 40%
Armor piercing against Infantry Medium increased from 45% to 50%
Inferno Turret
Inferno Cannons armor piercing against Commanders increased from 30% to 40%
Inferno Cannons armor piercing against Infantry Medium increased from 45% to 50%
Holy Reliquary
Cost reduced from 125/50 to 100/50
Heart of Worship research requirement changed from Shrine of the Living Saint to Ecclesiarchal Citadel
Heart of Worship cost reduced from 165/75 to 125/50
Penitent Engine
Heavy Flamers damage increased by 20%
Heavy Flamers morale damage decreased by 20%
Living Saint
Movement speed is no longer negatively affected by cover
Purgatus Mine field
Damage from the burn effect applied by explosion decreased from 5 to 4 health per second
Morale damage from the burn effect applied by explosion decreased from 3 to 2 morale per second
Space Marines
Space Marines are in a much stronger position now than they were historically, and are even starting to overperform in some matchups and scenarios.
The Space Marine Squad is losing the rebate to the build cost of the squad to reduce the massing of squads early game. Additionally there is a minor reduction to the health that Assault Marines get from the second health upgrade.
Snipers are getting a cost decrease to the unused Flamer heavy weapon and a reduction to Sniper damage against the most heavily armored infantry units in the game.
Apothecaries are getting more health to help them survive in combat to help keep their squads alive, and the Librarian is getting a higher cooldown on Smite.
Space Marine Squad
Build cost increased from 190/0 to 200/0
Scout Squad
Flamer cost decreased from 30/10 to 20/10
Sniper damage against Infantry Heavy High reduced by 30%
Apothecary
Health increased from 600 to 800
Librarian
Smite ability cooldown increased from 75s to 90s
Wargear: Bionics Level 2
Assault Marines health bonus reduced from 30% to 25%
Tempest Landspeeder
Health reduced from 1500 to 1400
Tau
The Tau are fairly stable and will not be receiving many changes in this update. Vespids are receiving a minor reduction in damage against buildings like Listening Posts and Generators, Fire Warriors now get slightly less of a damage buff from the Advanced Pulse Rifle research, and Broadside Battlesuits now take a bit less time to entrench/uproot.
Vespid Stingwing Strain
Melee damage against Building Low decreased by 10%
XV88 Broadside Battlesuit
Time to entrench/uproot reduced from 6.5s/5.5s to 5s/4.5s
Advanced Pulse Rifle
Firewarrior and Shas’ui damage bonus reduced from 30% to 25%
Bug Fixes & Additional Changes
In addition to the above balance changes, the following improvements have been added to the game. Please continue to send reports and feedback to help.relic.com so that we can prioritize issues in any subsequent updates.
General
Desyncs – fixed some cases where desyncs could occur during gameplay and added additional logging to help diagnose further issues
Smart App Control – added signing support to all .dll files so they are no longer blocked when Smart App Control is enabled
Gameplay
Economy – fixed resource-generating units (ex. Canoness) to continue generating resources while in a Hold (ex. In a Rhino)
Pathfinding – added a fallback to pathfinding for cases where a single unit would fail to find path finding to higher ground
Buildings – added additional checks to reduce the number of cases where large units could be created on a side of a building where it would get stuck
Unit Range – fixed several cases where units had weapon range longer than combat scanning range which would lead to units not attacking enemies that appear to be clearly in range
Chaos – fixed an exploit with the Bloodthirster where it regenerated health too quickly when spam clicking attack on a melee target
Dark Eldar – units that die to the Haemonculus Stinger ability no longer remain standing
Winter Assault – fixed cases where the movement_disabled FX would be visible during the mission start cinematics
Dark Crusade – fixed the Campaign ending to play the correct end cinematic
Dark Crusade – increased Space Marine Librarian honor guard health from 600 to 2800
Dark Crusade – fixed Ork Mega Armored Nobz honor guard to not count against pop cap
Soulstorm – fixed Sisters of Battle Confessor honor guard counting against the Confessor limit
Soulstorm - fixed the Campaign ending to play the correct end cinematic
Art
Dark Eldar – fixed cases where Poisoned Blade FX would stack and become overly bright
Rhean Floodlands (6P) - adjusted a Strategic Point that was misaligned with the ground
U.I.
Invitations – fixed several cases where invitations would always fail and require a second one to be sent
Automatch – fixed a case where the game could crash after cancelling Automatch
Automatch – fixed several cases where Automatch was not selectable after canceling or joining / creating a game
HUD – fixed cases where the minimize HUD icon would be lower quality when moused over and fixed minor alignment issues
HUD – changed how small UI icons mipmaps are generated to a Kaiser sinc filter to improve clarity
HUD – fixed several cases where squad control icons were showing the incorrect icon (ex. Set Rally Point, Add Leader, upgrade weapon)
HUD – added drop shadows to reinforcement counts to improve clarity
Polish – fixed an incorrectly translated string in the Main Menu Thought of the Day area
Mods
Abilities – added a can_be_stopped_while_busy flag in AbilityInfo to allow modders to continue to create abilities that do not have a specific duration
Leader Units - added a max_count tunable value to each leader to re-enable mods that prefer to have multiple leaders of the same type available for squads
Complex Upgrades – fixed a crash that occurred when setting complex_upgrade to true on an ebps when a hardpoint weapon in the rgd has show_in_reinforce set to false
Army Painter – increased limit of Army Painter items to 99 up from 32 to allow modders to make more items visible
Frontend_UI – reverted the typo fix add back “fontendUI” in addition to “frontend_UI” - enabling modders to continue to have unique animations in the Army Painter
Mission Editor – fixed a rendering error when creating a new map that would make the grid overlay display incorrectly