Command any of the six unique factions in the next stand alone expansion of the critically acclaimed Dawn of War franchise. Build a massive army or lead your small squad of elite heroes into battle and experience a single player campaign customized to your faction. Go online and face off against your enemies and experience the fast brutal combat of the 41st millennium.

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grey knights

Dawn of War II Elite Mod
Patch 2.9.11 April 5th Patch Notes

Credits:

Build Organization and Compiling: Arthurcloud

Programming (Units, Abilities): Arthurcloud, Inekura, Noot, Mickey, Olev, Atlas, Enlargingcloud, Snowkip

Models, Animation, Visuals: Garrick, Enlargingcloud, Noot, Prism, Clocktickin, Kekoulis, Yreeeet

Visual Effects: Enlargingcloud, Noot

Speech / Voices: Garrick

New Game Modes: Noot

New Race Infrastructure/Code Injector: Bruiser Banned, Kharos, Garrick

Original Music Score: Josh aka Voxcaster

Website / Forums / Moderation: Arthurcloud, Adeptus, Impregnable, Dark Riku, Meta

Portraits, Icons & Art: Knall

Internal testing: Mickey, Deimos, Arthurcloud, Flynn Stone

Tooltip Review: Olev

Maps: Flynn Stone

Patchlogs / internal logs: Arthurcloud, Impregnable, Inekura, Mickey

External Thanks: Alerion, Tvanges, Bezerk

Preamble April 5th:

Third time's the charm right?

We do appreciate your patience while we frantically worked the last remaining kinks out over the last week or so. With all those teething issues finally sorted, this should be the eminent patch for a while now.

Major amendments are OM Turrets being restored, a few animations tweaked, and we've talked some sense back into the OM AI. The ability to create Custom Colouring has also been remedied. We've also applied proper Team Colourings for OM in Team Games too. And just a minor adjustment to a slightly undertuned Psyker auto-attack to round the patch off.

Also, we're adding a separate installer which updates the 2.9.10 build to the new one, 2.9.11. This installer will be easier to download compared to the full installer.


General Changes / QOL:

  • Correct Bordering applied to Force Commander in Game Loading screen
  • Camera Max Zoom limitation of 60 now correctly applied to all Game Modes
  • Custom Colour Scheme functionality now re-enabled via the Elite > Config .bat updates
  • Team Colouring now present for OM Race in Team Games

BALANCE & BUG FIXES


General:

- Fixed a bug with the Free-For-All game mode which was causing crashes.

- This also means the game will recall your most recent map rather than defaulting to Ashes of Typhon every time you create a new lobby.

Space Marines:

Sternguard Veterans:

- AI can no longer upgrade Sternguard with a missile launcher (this was hidden and was impossible for players, but we've removed it so AI cannot do it either).

Ordo Malleus:

Brother-Captain:

- Fixed a bug with the Psychic Lash animation which caused BC to freeze for several seconds before being able to move again.

Terminator Librarian:

- Fixed a bug with the Sanctuary animation, which would cause him to become frozen and T-pose around the map for a short time like a chad.

Imperial Guard:

Psyker:

- Scatter values were far too high, this wasn't noticeable in 2.9.9.1 as once target-tracking was enabled, making scatter redundant. To balance this to a usable state, values changed as follows:

  • Angle Scatter from 5 > 2
  • Distance Scatter Max from 10 > 2
  • Distance Scatter Ratio from 0.3 > 0.18
  • Tilt Max Distance from 10 > 2

(TLDR, we vastly reduced the scatter variables with his tracer attack, the intention being it's still fairly reliable vs stationary targets, less so against moving targets)

Preamble:

Large bug the size of a small bug had been identified with the initial release. Most custom 3v3 maps were missing,(along with Jarilo's Forge bizarrely). So an urgent hotfix was needed. Also, there were some other critical issues we had to address at the same time.

Other key issues that we addressed or tried to address are as follows.

- Autarch getting stuck while trying to use Skyleap ability.

- Rangers getting stuck after using Kinetic Pulse

- VFX not registering properly on the new Terminator-based models for Ordo Malleus. For example, you could not see when Brother-Captain Mind Blades global or Warboss Use Yer Choppas! global were casted on those specific models.

- Army Painter issue some people had where you cannot edit certain factions.

Because of how long it took to correct the above changes in the code, we were able to make some other smaller QOL changes in the meantime. Such as slightly increasing the default camera zoom, removing The Last Stand options, and a number of portraits/skins/models/animation adjustments. Oh and we also added a spicy new Game Mode purely for testing and messing around.

bugs


General Changes / QOL:

General:

  • Removed the option to play last stand via Elite

~dev note: we decided to remove last stand as it´s having some issues if played in elite anyways and elite offers nothing new to it.

If you want to play Last stand you can still do that by launching DoW 2 Retribution via Steam

  • Re-added missing maps
  • Addressed several errors with the army painter

~dev note: should now work as in previous iterations of Elite (f.e. Faction names and batches matching again/ revert of colour changes/ some missing Elite Skins return

  • Increased max camera zoom from 55 to 60
  • Increased default camera zoom from 47 to 55

~dev note: we chose 55 as default zoom in case people want to play with what they got used to

  • Disabled the option to use edited local files to change the camera height

Game Modes:

  • New Game Mode added named [VPC] Sandbox Mode, courtesy of another fine addition from Noot
  • All production timers for Unit Building, Upgrades, Wargears, Tiering Up etc have all been radically shortened to a second or two.
  • So if you wanted to test specific match ups or situations with a friend, you no longer need to wait around to reach T2/T3, or for units with long build time to complete.(Don't forget that the new High Resources mode means you start with 999 Red too)

Tooltips:

  • Our tooltip professional fixed and defined even more tooltips

Portraits & Art:

  • Changed the faction icon in the in-game player list to Ordo Malleus to match the style of other factions
  • Slightly refined the Ordo Malleus Icon while selecting a faction
  • Updated Portrait for Vortimer
  • Updated Portrait for Assault Terminators
  • Dark Angels change in Green shading has been reverted to normal colouring
  • - Updated Assault Terminators Head Models to be slightly higher Quality

Old Map Vision:

old map vision

New Map Vision:

new map vision

Image with comparison:

map vision contrast

Maps:

  • New 1v1 Map “Mining Site Gamma” added - creator Flynn Stone

Effects:

  • Mindblades visual changes
  • Tyrannoformation now has a new overlay preview so you can see where the towers will emerge from


tyranoformation targeting ui

Old Map Vision:

old map vision

New Map Vision:

new map vision

Image with comparison, shown in purple:

map vision contrast



balance scale bugs

BALANCE CHANGES & Bugfixes:


Space Marines:

Apothecary:

- Laramans blessing now also revives friendly Ordo Malleus Heroes

Orks:

Globals:

- The enemy player will no longer be able to see infiltrated sluggas using the Goff elite skin

Gretchin:

- Knob's Gretchin Call-In had an incorrect cost of 15 power, this has been set to now be the correct 5 power.

Eldar:

Guardians:

- Guardians will no longer reinforce without the battle-equip HP bonus.

Rangers:

- Should no longer get stuck

~dev note: Ability parameters changed slightly (switch back duration is 0) and equips a new wargear on cast //end of cast and Rangers have had an amendment to their kinetic shot which now simulates teardown

Autrach:

- Skyleap should no longer break when energy is decreased via an energy shield.

~dev note: Skyleap was granting the autarch 80 energy and triggering another ability called “skyleap_execute” that cost 80 energy, if energy was decreased via damage taken to the energy shield ability the game would lose its mind. Skyleap no longer grants 80 energy, nor does the “skyleap_execute” cost energy(both set to 0). Added KB resistance to skyleap ability for good measure.


Tyranids:

Ravener Alpha:

- On game start RA tunnel now starts with 45 seconds CD instead of 120 seconds

~dev note: we will keep monitoring this one


Ordo Malleus:

All models in Terminator armour:

- Buff and debuff effects like Mindblades are now more visible

Brother Captain:

- Brother Captain now has a new animation while casting Battle rites

- Brother Captain now has a new animation while casting Psychic Lash

Librarian:
- Correct animation now restored on casting Sanctuary

Inquisitorial Stormtroopers:

- Changed the model of the Acolyte to no longer show drastic similarities with a specific cult

Interceptors:

- Fixed a broken jump interaction causing you to lose energy and cd without actually jumping

Grey Knight Dreadnought close

IST SergeantOrdo Malleus Acolyte


grey knights

Raven Guard Wide Shot


Previous Patch Notes:

Preamble:

First of all, we appreciate your patience while this one was in the oven; it's been a long time since the 2.9.9.1 Release in July-23 and there have been some unfortunate bugs that have had to be lived with in the meantime. There were a lot of changes behind the scenes which proved to be very unexpectedly difficult to tackle, and delayed typical patch turnaround time significantly.

Firstly is the Injector, we now have a totally different method for booting and running the mod. Due to the size of the mod, and our desire to add additional armies to the game in due course; we had to create a totally new solution for opening and running the mod. It no longer piggybacks off the DOW2 Shortcut using parameters, it instead runs the game via it's own .exe file that uses Injection to push the mod features upon boot. If you have used Codex Mod before it's the same kind of system.


"As part of moving forward, I have come to the decision to step down as balance lead due to a mixture of other obligations making me unable to put in the time and effort necessary to fill the role at a quality that you all deserve. I plan to still contribute in the more technical aspects as time permits, but I have the highest faith that Inekura, supported with the rest of our great team, will take Elite Mod to newer heights. There's lots of extremely exciting things happening behind the scenes and the Elite Mod team will continue to deliver them to you."

~Atlas


Furthermore Adeptus Noobus will step back from most of the website responsibilities and Arthurcloud will pick that up.

(He will also pay for the website hosting so a huge thanks to him from all the team).


"We have decided to break the Balance Lead role into 3 distinct roles and people, which will be:

Tech Lead - Arthurcloud

Design Lead - Enlargingcloud

Balance Lead - Inekuracloud

Each will have a look after their respective area in terms of Mod Development, and PubCord will be managed as a triumvirate.


Now to the patch. The most obvious change you will notice in the game is that Ordo Malleus are now a completely unique faction, they have been fully divorced from Space Marines and no longer have to be tied to that race in any way. The separation of OM from SM means we can once again use the traditional Hero Selector view once more:

As well as mechanically separating out OM, they've also been given a visual overhaul, as you can see by the resplendent BC above. Changes so far include:

  • Ordo Malleus as Independent Faction
  • New Grey Knight Power Armor Models
  • New Grey Knight Terminator Armor Models and Animations
  • New Brother-Captain Model and Animations
  • New Unit voiceovers
  • New Ordo Malleus Generators
  • Full New Ordo Malleus Soundtrack by Josh AKA Voxcaster

We have also done a long overdue review of all the in-game tooltips, whether they were out of date, had the incorrect damage type, or just plain wrong (Looking at you Ork Trukk Reinforced Plating). These have all been updated along with the normal changes to Tooltips as part of a patch. Thank you to everyone who reported any incorrect tooltips in the Balance Thread in the Community Discord, it made it so much easier to hunt them down.


Now to Bugs and general changes. Along with the usual tweaks that are made during a patch cycle, a great deal of time and effort has been spent on reviewing a big list of some long standing issues with bugs and mechanics that do not work as intended. Some of the highlight changes are as follows.

  • Corrected Squads upgrading with the wrong Melee Resistance Aura.

Chaos Space Marines Dreadnought, Chaos Space Marines Terminators, Ordo Malleus Dreadnought.

  • Fixed abilities with incorrect targeting parameters. These abilities were able to target or affect units that they were not supposed to be able to.

Orks (Trophy Rack), Eldar Farseer (Guide, Fortune, Sundering), Ordo Malleus Terminators (Incinerate)

  • Fixed upgrades not applying the correct values.

Chaos Space Marines Chaos Lord (Daemonic Visage), Ordo Malleus Brother-Captain (Psychic Lash)

  • Fixed Scout Squad A-moving issue with default bolters, where two backline members stayed out of range while only the lead model properly attacked, so that now all members shoot when ordered to A-move.
  • Adjusted Chaos Lord, Hive Tyrant and Brother-Captain properties in order to make them less of a menace with the path blocking mechanics.
  • Adjusted Inspiration Mechanics to not stack indefinitely.
  • Changed some super units that were large size to huge size to fix accuracy issues for some anti vehicle weapons when used against them.
  • Set HP leveling % to standard rate for many units that had incorrect scaling.
  • Introduced Minimum range of 8 on all frag grenades.
  • Finally, casted away the dreaded HP regen bug on Strike Squad and Purifiers into the shadow realm.

bugs


General Changes / QOL:

New Icons and portraits

- new Icon added for Emperors torch

- new Icon added for Purifier's Cleansing Flame

- new Icon added for Vortimer Armour Upgrade

- new Icon added for raptor jump

- new Icon added for chaos terminator call in global

- new Icon added for chaos terminator teleport

- new Icon added for we are the Hammer ( BC)

- new Icon added for we are the Hammer improved ( BC)

- new Icon added for crusaders fanaticism

- new Icon added for for Bulwark ( BC)

- new Icon added for Mantle of Terra ( BC)

- new Icon added for Power Sword ( BC)

- new Icon added for Halberd ( BC)

- new Portrait added for Librarian ( SM)

- new Portrait added for Lictor ( T3)

- new Portrait added for Sternguard

- new Portrait added for Force Commander

- New FC portrait added to Match Load screen

- New FC portrait added to Post Game screen

Assault Marine Squad

- ASM Merciless now no longer requires 2 clicks to cast and starts at the sgt location (click to cast into mouse direction.)

~dev note: like this the other squad members should no longer idle around just taking melee hits while the Sergeant is trying to walk into the exact position of the ability cast

Tactical Marine Squad

- Changed UI order of upgrades for Tactical Marine Squad by changing UI positions of Plasma Gun, Missile Launcher and Sergeant upgrade. Now, weapon upgrades are clustered together and Sergeant upgrade is at the bottom separately.

Shoota Boyz

- Removed the legacy visual decorator from Shoota Boyz which was given to them when the squad had Nob Leader from T2 onward. ~dev note: This decorator was for a buff used to be given to the squad by its Nob Leader from T2 onward. A balance change in the ages past removed the buff but the decorator stayed unwittingly and now it is being removed.

Lootas

- Exchanged button positions on the ability bar for HDB and Waagh

Wartrukk

- Wartrukk now has a Cease Fire ability like other tanks to improve its ability to run away from anti-vehicle.

Inquisitor

- Swapped positions of Servo Skull and Inquisitorial Mandate in the Wargear UI of Inquisitor.

Rangers

- Rangers should no longer get stuck

Daemonhunter

- Swapped positions of Empyrean Brain Mines and Tome of Tranquility in the Wargear UI of Daemonhunter.

Game Modes

- All races start with 999 red in High Resource Mode.

Frag Grenades

- Minimum range of 8 implemented for all Frag Grenade type of abilities. Abilities that are affected by this change are as below.


Space Marines

- Scout Squad Frag Grenade

Orks

- Kommando Nob Stikkbomb

- Melee Kommando Squad Throw Em Close

Eldar

- Guardian Squad Plasma Grenade


Imperial Guard

- Storm Trooper Squad Frag Grenade

- Cadian Kasrkin Squad Frag Grenade

Transport Smoke Launchers

- All Transport Smoke Launchers had both incoming and outgoing ranged damage reduction effects reduced 80% -> 60%.

HP % leveling

- Corrected some non-standard HP % leveling on the following units. How much health % is increased at level 4 compared to level 1 state is given for comparison.


Space Marines

- Sternguard Veteran Squad now ends with 33% instead of 52%.

Tyranids

- Warrior Brood now ends with 33% instead of 52%.

Imperial Guard

- Catachan Devils now ends with 52% instead of 128%.

- Chimera now ends with 33% instead of 52%.

Ordo Malleus

- Inquisitorial Storm Troopers now ends with 52% instead of 33%.

- Crusaders now ends with 52% instead of 33%.

- The standard increase % follows the below rules.

~dev note: A reminder that there are a few exceptions that do not fit the description of each rule despite following the said rule for health % increase for each level. For example, some units may not be low model heavy infantry armor despite following the first rule.

- Low number of models / Heavy Infantry Armor

100% -> 110.0% -> 121.1% -> 133.1%

- High number of models / Infantry Armor

100% -> 115.0% -> 132.5% -> 152.5%


Stun Standardization

Space Marines

- SM Dread AoE Fist Speed debuff from 90% to 95%

- SM Venerable Dread AoE Fist Speed debuff from 90% to 95%

Orks

- Ork Mekboy Mega-Rumblah Speed debuff from 100% to 95%

- Ork WB Big Stomp now disables abilities

- Ork Stormboyz Nob Jump now disables abilities, Speed debuff from 90% to 95%

- Ork Weirdboy Warp Vomit Fist Speed debuff from 90% to 95%

Tyranids

- Nid Ravener Burrow Strike now disables abilities, Speed debuff from 90% to 95%

Chaos Space Marines

- Chaos Plague Champion's Pestilent Strike Speed debuff from 90% to 95%

- Chaos Lord Sweeping Doom Speed debuff from 90% to 95%

- Chaos GUO Foul Snare now disables abilities, Speed debuff from 90% to 95%

Imperial Guard

- IG Inquisitor HOTW now disables abilities

Ordo Malleus

- OM Dread AoE Fist Speed debuff from 90% to 95%


Super Units

- Following units had their size changed from Large to Huge.

~dev note: This is for fixing accuracy issues against these units for some anti vehicle weapons stated below.

Orks
- Battlewagon

Eldar

- Avatar

Tyranids

- Swarmlord

Chaos Space Marines

- Great Unclean One

Imperial Guard

- Baneblade

- Stormblade

- Stormlord


- 2 AV weapon family types are impacted by this change.

~dev note: For your information, Weapon Family determines accuracy against sizes and Damage Type determines damage dealt to each armor type. You can check this for each weapon and ability at Codex.

  • rocket (0.75 -> 1)

Used by Tankbustas default weapon, Kommando Nob Hero Rokkit Launcha Wargear, Kommando Squad Nob Leader default weapon, and Looted Tank Boomgun ability.

  • bolter_vengeance (0.9 -> 1)

Used by Sternguard Veteran Squad Vengeance Rounds ability.

Pathblocking

- In order to reduce some of the pathing dominance and problems caused by them, Chaos Lord, Brother-Captain and Hive Tyrant had the following properties applied to their entity_blueprint and melee properties.

  • size override 1
  • use collision mesh disabled
  • melee_base_size small

~dev note: This change will not completely get rid of pathing-priority on chonky heroes but it will decrease the amount of models pushed away in radius around the hero that is occupied by their mighty aura leading to less path blocking in general.

Inspire

- Ordo Malleus and Space Marine Inspire effects changed to make them not stack infinitely.

- Inspire abilities from Ordo Malleus and Space Marines sources now max at 5 simultaneous effects and the stacks are applied on a first-come first-served basis. Any inspire stack beyond 5 is ignored.

- Multiple units with the same inspire effect contribute to increasing these stacks up to 5.

- The Ordo Malleus and Space Marines buff stacks are handled separately, so you can have up to 5 of each present in any game, including team games from multiple armies.

~dev note: For example, your Tactical Marine Squad cannot have more than 5 Space Marines inspiration stacks, whether they come from your own Dreadnought or from your allies' one. However, it can receive 5 Space Marines stacks and 5 Ordo Malleus stacks any one time.

bugs


Bugfixes:

Space Marines

  • Fixed an issue where Terminator Force Commander inspire effects lacked vfx on units that are affected by it. Now, which units received buff from his inspire effect is clearly visible by vfx.
  • Devastator Marine Squad Vengeance Rounds ability button no longer disappears once the Lascannon upgrade has been queued up, instead of disappearing after the Lascannon upgrade is completed. Now, players are able to see the ability icon and click on it to use the ability while upgrading to Lascannon.
  • Scout models no longer stay back if issued with an attack command in their default formation with bolters equipped. Before the current change, only one member properly engaged while the other two members were idling behind. They will regain this behavior if they are upgraded with Snipers.
  • Librarian Force Barrier ability is no longer refundable

~dev note: This is a necessary evil to get rid of its Hammer of the Witches bug. It is a bug that allows you to use an ability without a cool down and energy cost if you move the unit using the ability at the right moment during the ability casting animation.

  • SM Dev, Las Dev and Plas Dev Loincloth Triangle
  • SM Assault Cannon Terminators will no longer leave the barrels hanging in mid-air
  • SM Terminator Cyclone Missile Launcher will no longer ‘vibrate'
  • SM Hands poking out of Terminator powerfists have been removed
  • Deleted courage dmg on all Eldar Fake Snipers
  • The IG DKOK Elite skin will no longer have secret morse code telling you to come rescue our modders.

Eldar

  • Warlock Immolate ability is no longer refundable.

~dev note: This is a necessary evil to get rid of its Hammer of the Witches bug. It is a bug that allows you to use an ability without a cool down and energy cost if you move the unit using the ability at the right moment during the ability casting animation.

  • Wraithguard Spiritseer backlash bug fixed.

- Damage application type changed from SimHit to Apply Damage and damage type from spore to penetrating.

~dev note: Backlash mechanic upon death of Wraithguard squad leader Spiritseer was doing huge damage to literally any unit in garrisons and cover. We fixed this by changing damage application mechanic as described above. The former method of dealing spore damage could be affected by modifiers and thus, led to bugs but the current method that applies true damage cannot be affected by modifiers and thus, causes no bugs.

- Spiritseer backlash damage increased 100 -> 150.

~dev note: This is to make sure Wraithguard is taking the same damage they used to take from 100 spore damage backlash. For your information, Wraithguard has heavy infantry armor and takes 1.5x damage from spore damage type as a result which means it used to take 150 damage from the 100 damage backlash. Now that we are using true damage that is not affected by damage modifiers, we need to manually increase the amount of damage dealt by backlash.

  • Autarch can no longer get stuck trying to skyleap


Chaos Space Marines

  • Fixed an issue where Chaos Dreadnought Mark of Khorne upgrade did not apply 40% Melee Resistance Aura upon upgrading.
  • Chaos Dreadnought with Mark of Tzeentch upgrade was wrongly retaining minor Melee Resistance Aura which gives 20% melee resistance. It is now completely removed as intended upon upgrade completion.
  • Chaos Terminators was wrongly retaining Minor Melee Resistance Aura of 20% upon upgrading to Lightning Claws. The unit now correctly gains 40% Melee Resistance Aura when upgraded with Lightning Claws.

Ordo Malleus

  • Inspire for the following Ordo Malleus Weapons set from apply_to_squad to apply_to_entity.

~dev note: This change prevents stacking inspire above 100% damage resistance which makes affected units get healed from taking damage by making inspired Ordo Malleus units get the correct inspire value instead of multiplying it with their model count.

gk_dreadnought_fist

gk_blade_dreadnought_with_cannon

gk_sword_librarian

gk_hammer_terminator

gk_halberd_terminator

  • Brother-Captain Psychic Lash was coded incorrectly and doing less damage than it should so it has been fixed. It now does 25 DPS instead of 17.5 DPS as intended. Against retreating units which take 30% less damage, it now does 17.5 DPS instead of 12.225 DPS as intended. Ability duration remains the same at 8 seconds.
  • Daemonhunter Sundering ability can now only be cast on Allied units with Infantry Unit Class Type as intended.

~dev note: Sundering was only castable on Daemonhunter in the beginning and then, a recent balance change allowed it to be casted on allies classified as infantry. Unfortunately, a mistake was made somewhere in the patching process and it was made to be able to be used on enemies and non infantry as well.

  • Daemonhunter Rift Tear ability was disabling all abilities that it should not such as entering a transport, ceasing worship, and teleporting. Effect has now been altered to only apply the intended effects of slowing units, disabling melee charges and leaps.
  • Strike Squad and Purifiers out of combat HP regeneration is now applying the correct amounts.
  • Purifiers Justicar has a 25% chance to do a weapon knockback special attack with each attack. It was formerly missing from Justicar hammer which is its default weapon so we fixed it.
  • Purifiers Cleansing Flame can no longer affect vehicle armor type ~dev note: still can affect Sentinels and Tyrant Guards for example)

Orks

  • Weirdboy - Added Unit Type Class of ‘no consume' so he can no longer be Consumed by the Sorcerer once Subjugated

BALANCE CHANGES:

Space Marines


Space Marines:

Global:

- Drop Pod global requirement changed from T1 to T2.

- Drop Pod global now summons a Sternguard Veteran Squad instead of a Tactical Marine Squad.

~dev note: Drop Pod global is now the only way to get a Sternguard Veteran Squad as it no longer is an upgrade available to Tactical Marine Squads.

- Drop Pod global cost increased 350/0/125 -> 450/45/150.

Force Commander / Apothecary / Techmarine:

- Drop Pod hero ability cost increased 200/0/100 -> 200/0/150.

~dev note:Drop Pod hero ability requirement is not affected by this change and remains the same at Tier 1.

Assault Squad:
- Merciless Strike ability damage reduced 20 -> 15.

Scout Squad:

- Scout Sergeant health reduced 250 -> 230.

Tactical Marine Squad:
- Plasma Gun DPH reduced 75(30.88 dps) -> 63.75(26.25 dps).

- Sternguard Veteran Squad upgrade removed.

Dreadnought:
- Assault Cannon Barrage ability retreat damage modifier reduced 5 -> 2.5.

Librarian:
- Max energy reduced for all levels. (200 / 230 / 260 / 300) -> (150 / 172.5 / 195 / 225)

- Force Staff ranged DPH reduced 50(35 dps) -> 42.85(30 dps).

- Ranged kills no longer trigger Inspire passive.
- Force Barrier energy cost increased 30 -> 45.

Razorback:

- Smoke Launcher ability incoming and outgoing ranged damage reduction effect reduced 80% -> 60%.

Sternguard Veteran Squad:

- Hp leveling % were adjusted for per model and Sternguard Sergeant so that their health end up in 33% in level 4 compared to level 1 state instead of 52%.

- Hp per model for each level.

(350 / 402.5 / 462.875 / 532.3) -> (350 / 385 / 423.5 / 465.85).

- Sternguard Sergeant hp for each level.

(400 / 460 / 529 / 608.35) -> (400 / 440 / 484 / 532.4).


Orks


Orks:

Global:

- Kommandos Iz Da Sneakiest requirement changed from T3 to T2.

- Squad spawned from Kommandos Iz Da Sneakiest global changed from a default Kommando Squad to a Melee Kommando Squad.

~dev note: Melee Kommando Squad is the same squad you were able to get by upgrading Kommando Squad with Mando Stabem's upgrade in the previous patch. It is just that it got renamed to Melee Kommando Squad.

Kommandos Iz Da Sneakiest global is now the only way to get a Melee Kommando Squad as it no longer is an upgrade available to Kommando Squads.

- Spawn delay increased from 5 seconds to 7 seconds.

- More Dakka red cost reduced 75 -> 50.

Warboss:
- Trophy Rack Wargear no longer affects vehicles and buildings.

Kommando Nob:
- Plant Booby Trap ability cast range increased 0 -> 10.

~dev note:This should allow the Knob to plant his IEDs more easily and closer to cover if necessary.

Deff Dread:
- Burnaz 'n Bitz upgrade cost reduced 140/20 ->100/20.

Stikkbommaz:
- Stikkbomb minimum range reduced 20 -> 15.

- Stunbomb acceleration increased 5 -> 6.25.

- Stunbomb max speed increased 30 -> 37.5.

Weirdboy:

- Warpath speed buff reduced 2-> 1.5.

- Warpath upgrade cost reduced 70/30 -> 50/25.

- Melee Skill reduced 70 -> 60.

Kommando Squad:

- Mando Stabem's upgrade removed.

- Kommando Squad with Mando Stabem's upgrade is now made independent from Kommando Squad as a separate unit named Melee Kommando Squad.

~dev note: Mando Stabem's upgrade was formerly added in 2.9.8 patch with below attributes.

Now have access to “‘Mando Stabem's” upgrade (75/20).

‘Mando Stabem's - These kommandoes prefer to get close.

Upgrade changes mandoes to a melee loadout where they wield assassins knives with sluggas and the kommando knob gets a Hammer.

Carry stunbombz, stikkbombs and a orky krak grenade instead of burna bombs.

You´ll be able to choose between a close range bundle of stikks or 2 long range ones. Their Cooldown is linked so choose carefully.

The Upgrade also boosts their melee skill by 10 and their HP per model to 275 at lvl 1.

Melee Kommando Weapons:

60 dps Hammer

30 dps choppas

Melee Kommando Squad:

- Kommando Nob upgrade requirement set to T3.

- Melee Skill reduced 70 -> 65.

- Kommando Nob leader 25% chance Weapon knockback on-hit effect on his weapon removed.

~dev note: This is the same squad you were able to get by upgrading Kommando Squad with Mando Stabem's upgrade in the previous patch.

Nob Squad:
- Reinforcement cost reduces 75/15-> 62.5/12.5 to fit the standard multiplier of 0.5.

~dev note: Reinforcement cost of a unit is decided by multiplying a certain number to the cost of a single model. The standard number is 0.5. Very few units are exempt from it.

Decimal numbers will show as a rounded down number in game (62/12) but no worries as the in game calculation actually takes decimal numbers into account when doing things.


Eldar


Eldar:

Farseer:

- Guide ability can no longer be cast on vehicles.

- Fortune ability can no longer be cast on vehicles.

Guardian Squad:

- Per model hp increased 100 -> 110.

- Hp for each level adjusted accordingly as below.

(100 / 115 / 132.25 / 152.09) -> (110 / 126.5 / 145.47 / 167.3)

- Battle Equipment upgrade hp increase reduced 33% -> 20%.

~dev note: Battle Equipment Guardians have the same hp as in the previous patch.

Howling Banshees:

- Banshee Exarch hp increased 240 -> 290.

- Hp for each level adjusted accordingly as below.

(240 / 276 / 317 / 365) -> (290 / 333.5 / 383.5 / 441).

Autarch:
- Leap ability energy cost reduced 55 -> 45.
- Skyleap ability energy cost reduced 50 -> 0.
- Fusion Gun upgrade cost reduced 65/15 -> 50/10.

Wraithguard:

~dev note: Below tweaks are aimed at making Wraithguard be a little more responsive.

- Wraithcannon DPH reduced 122 -> 97.6.

- Wind Down reduced 2.25 -> 1.5.

- Wind Up reduced 1 -> 0.75.

~dev note: DPS unchanged

- Rotation Rate increased 400 -> 500.

Avatar:

- Unit now has a melee charge with the following attributes.

1.5 bonus speed for 4 seconds

Maximum range of 12

Cooldown of 8 seconds


D-Cannon Platform:

- DPH increased 110 -> 165 which is 75% of retail DPH.

- Damage over time effect removed.

- Retail tracer / VFX restored.

- Cost increased 360/35 -> 400/40.

- Maximum scatter distance increased 5 -> 10.


Fire Prism:

- Cost reduced 450/135 -> 450/125.


Seer Council:

- Reinforcement cost reduced 66/12 -> 55/10 to fit the standard multiplier of 0.5

~dev note: Check “Nob Squad” for more information
- New upgrade: Empowered Spears

Cost 100/30

Changes squad's damage type to heavy_melee,DPH(80) and DPS(40dps) values stay the same.

Displays “Heavy melee” decorator upon upgrade completion.

~dev note: Upgrade icon and the announcement on upgrade completion is the same one from Merciless Witchblade Wargear of Warlock commander.


Tyranids


Tyranids:

Global:

- Catalyst damage increase reduced 100% -> 75% and damage received each second reduced 2.5% -> 2%.

Ravener Alpha:

- Tunnel ability now starts on cooldown when the match begins.


Hormagaunt:
- Speed reduced 6.5 -> 6.25.

- Adrenal Glands upgrade now increases the speed of the squad by 0.25.


Warrior Brood:
- Hp leveling % were adjusted per model so that each model health ends up in 33% in level 4 compared to level 1 state instead of 52%.

(325/374/430/494) -> (325/357.5/393.25/432.5)


Tyrant Guard:

- Energy regeneration set to 0 while using shieldwall ability.

~dev note: We are aware that this will likely not be enough to bring this unit in line and are still considering more options nerfs in the future.


Zoanthrope
- Sight range reduced 55 -> 40.


Chaos


Chaos Space Marines:

Chaos Lord:

- Drain Life: Cooldown increased 40 -> 50

- Icon of Khorne: Health regeneration increased 2% -> 2.5% per melee hit

- Khone Worship: Worship speed bonus reduced 2 -> 1.75

Bloodcrusher:
- Special attack removed


Chaos Space Marines:

- Aspiring Champion (Khorne): Melta Pistol DPH increased 12 -> 17.35 /// DPS 5.41 -> 7.82

Chaos Raptors:

- Energy cost of Jump decreased 60 -> 55


Chaos Terminators:

- Call-in cost increased 550/100 -> 550/125

Imperial Guard


Imperial Guard:

Lord Commissar

- Aura of Discipline adjustment:

Allied infantry heal changed to 14/11/8/5% (previously 16/12/8/4%)
of their health every 10/10/10/10 seconds (previously 8/8/12/12)
when the Commissar is surrounded by 1/10/20/30 models

~dev note: weaker for 1 and 10 models thresholds, stronger for 20 and 30 models thresholds

- Stubbornness cost reduced 120/35 -> 115/30

Lord General

- Sniper Rifle Damage Type changed ‘sniper' -> ‘sniper_hi'

~dev note: sniper_hi is either the same or better than sniper, so it's a buff.

- Lord General reinforce cost reduced 25 -> 20

Inquisitor:

- Hammer of the Witches now disables abilities for the duration of the effect on its target.

Spotters:
- Incendiary shell will now deal its damage to turrets, deals 20 flame damage in radius 10 followed by 10 ability flame DPS for 10 seconds.

- Incendiary shell can no longer be targeted into fog of war

~dev note: this will allow ig to deal with turret cheese in t2 without threatening base turrets too much

- Fixed an issue where retreat modifiers wouldn't affect Spotter Incendiary Shells

- Spotters impact damage lowered 20 -> 15 ~dev note: 5 -> 15 due to a bug

- Spotters DoT delayed by one second. ~dev note: this way you do not take damage before it actually lands

Bullgryns:

- Innate ranged DR increased 15% -> 25%

- Electric Shield no longer reduces squad speed.

- Squad is now immune to weapon knockback by default.

Catachans:

- Base Member Leveling hp modifiers standardized 1/1.15/1.52/2.28 -> 1/1.15/1.32/1.52

- IED knockback type changed ability_knockback -> weapon_knockback.

- The ‘Die-First' model, which previously had just a knife, is now equipped with a shotgun

- Shotgun DPH adjusted as a result 22(12.94 dps) -> 17.6 DPH(10.35 dps)

~dev note: Squad has the same DPS as before, now spread over 5 models instead of 4

Chimera:
- Hp scaling standardized: (500/575/661/760) -> (500/550/605/665.5)

Psyker:
- Sight range reduced 50 -> 40
- Melee skill reduced 70 -> 60
- Disabled Psyker's auto attack tracking of the moving targets

~dev note: this will be similar to how zoanthropes and wraithguard shoot

- Psyker now starts with Terrifying Visions instead of Strip Soul

- Strip Soul is now unlocked when the Earthshaker Helm is purchased

- Shockwave damage reduced 80 -> 50


Ordo Malleus


Ordo Malleus:

Brother Captain:
- Bulwark Damage Resistance reduced 35% -> 25%

- Nemesis Daemon Hammer – Demolishing Strike now stuns for 5 second instead of dealing weapon_knockback to enemies.

- Changed WatH buff VFX Color from Yellow to blue

- Mindblades new above-head VFX


Eversor Assassin:
- Chem Nade cost increased 100/20 -> 110/25


Daemonhunter
- Empyrean Brain Mines upgrade requirement changed from T2 to T1


Inquisitorial Stormtroopers:
- Squad size reduced 5 -> 4

- Model HP increased 100 -> 125
- Hp for each level adjusted accordingly as below.

(100/110/121/133) -> (125/143.75/165.3/190.1)

- Fist DPH increased 6 -> 7.5

- Lasgun DPH increased 15 -> 18.75

- Acolyte is no longer die-last

- IST Reinforce cost increased 23/0 -> 28.75/0

- Acolyte HP increased 250 -> 275 (250/275/303/333) -> (275/316.5/363.6/418.2)

- Sergeant and Zealot pop increased 2 -> 3

~dev note: the total pop for squad with 2 leaders is 14 as it was before the patch/ the stats when all models are alive are the same as pre patch

Strike Squad:
- Strike Squad Justicar cost increased 75/20 -> 75/25


Interceptors:
- Jump delay increased 0 -> 0.25 seconds

~dev note: this vaguely matches the ASM jump time~

- Squad build time decreased 32 -> 30s


Crusaders:

- Battle frenzy is now a toggled ability costing 20 energy to activate and draining 10 energy per second.

- Squad HP standardised for Level 4 values 33% -> 52%

225/247.5/272.25/300 -> 225/258.75/297.57/342.2


Purifiers:

- Justicar now has a passive 15% chance to deal weapon knockback on-hit.

~dev note: 15% chance to deal weapon knockback is innate to all thunder hammers, it was missing from Justicar's hammer so it's now being added


Rhino:
- Rhino Stormbolter DPH reduced 37.5(25 dps) -> 22.5(15 dps)

- Smoke Launcher ability incoming and outgoing ranged damage reduction effect reduced 80% -> 60%.


Vindicare Assassin:
- Cost increased 350/30 -> 350/35

- Cameleoline Stealth Suit cost increased 75/15 -> 75/20

- Build time increased 24 seconds -> 25 seconds

- Upkeep increased 20.4 -> 25.5

- Xp yield reduced 300 -> 250


Terminator Librarian:
- Build time increased 24 seconds -> 25 seconds

Terminators:

- Teleport charge into combat changed to regular charge (range 12, +2 speed,4sec duration,10s cooldown)

- Incinerate ability will now correctly affect units with Armour Types of Super Heavy Infantry, Fire Resist Infantry or Spore Mines.

~dev note: before the levitation worked only on Infantry/Heavy Infantry/Commander models, now it works on all non-Terminator infantry


Paladins:

- Shockwave now deals 5 piercing damage and 10 courage damage per hit on the streak.

Purgation:

- Purgations will now use 1 Flamer instead of 3.

- Non-heavy weapon models are equipped with Nemesis Halberds (18 DPH, 13.85 dps) and Stormbolters (16 DPH,9.33 dps)

- Flamer courage damage set to 30

Courage damage multiplier set to 0.6/0.8/1.8/4 at ranges X/Y/Z/T

Courage damage multiplier in area of effect set to 0.1/0.1/0.1/1 at ranges 5/3/2.25/0.1

~dev note: only the main target takes full courage damage,other units in the area take drastically decreased courage damage

- Flamer now deals 15.75 DPH(10.62 dps)

~dev note: flamer deals 75% DPS of a full purgation squad from 2.9.9.1

- Damage multiplier based on range changed from 1/1/1.1/1.75 at ranges 26/23/20/13 to 1 at all ranges.

- Area of effect radius increased 3 -> 5

- Purg Flamer scatter values changed to match other flamers

- Purg Flamer firing cone changed to match other flamers

- Post idle delay lowered 0.5 > 0

- Ability: Purged by fire removed

- New Ability : Purge Soul

Min cast range 2, max cast range 20 / channeled,canceled upon moving or retreating

Concentrate the stream of flames on a single enemy infantry mode and fire 50 shots at a rate of 10 shots per second at the model. The flamer model will stop shooting if the enemy gets into range 2 of the squad.

Targets hit suffer 50% rotation rate decrease and 75% speed decrease for 1.5 seconds,refreshing each shot(effect does not stack with itself).Additionally Commanders hit take 0.5%(0.25% when retreating) of their health as damage each shot.

~dev note: The damage is equal to 25% of a commander's total hp

- Ability is removed when upgrading to beamer or psycannon

OUTDATED- Elite Mod Patch 2.9.9.2 March 26th 2024

OUTDATED- Elite Mod Patch 2.9.9.2 March 26th 2024

Dawn of War 2: Retribution - Elite Mod 10 comments

The correct release is the 2.9.11 download released april 5th.

Test Patch Elite Mod Patch 2.9.9.2 Feb 26th

Test Patch Elite Mod Patch 2.9.9.2 Feb 26th

Dawn of War 2: Retribution - Elite Mod

This is a test patch for Elite Mod's build 2.9.9.2 released February 26th. For help installing the build, visit our discord link available here and on...

"Mistah Nailbrain, status reporta!"

"Mistah Nailbrain, status reporta!"

Dawn of War II: Retribution Reincarnated 2 comments

Report on the current Progress of the Mod, aswell as the trajectory it is headed in.

Codex Edition 2.1 Release

Codex Edition 2.1 Release

Dawn of War II: Codex Edition 4 comments

Codex Edition 2.1 is now available for download. This new version is largely aimed at polishing and balancing the new factions that were added in 2.0...

Add file RSS Related Files
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Astartes Primaris Final release

Vengeance of the Blood Ravens Full Version 1 comment

3.X full release Install the mod into your main Dow II retribution folder. Readme file included with Credits and instructions. Run either with Astartes.bat...

2.9.10 to 2.9.11 Incremental Installer-Updates April 3rd build to April 5th.

2.9.10 to 2.9.11 Incremental Installer-Updates April 3rd build to April 5th.

Dawn of War 2: Retribution - Elite Mod Patch

This is our newest full release patch released now on April 5th 2024. This patch has been updated twice now, we appreciate your patience while we were...

Elite Mod Patch 2.9.11 April 5th 2024

Elite Mod Patch 2.9.11 April 5th 2024

Dawn of War 2: Retribution - Elite Mod Full Version

This is our newest full release patch released now on April 5th 2024. This patch has been updated twice now, we appreciate your patience while we were...

DOW II: Codex Edition v3.0 (MANUAL EXTRACTION)

DOW II: Codex Edition v3.0 (MANUAL EXTRACTION)

Dawn of War II: Codex Edition Full Version 1 comment

USE THIS IF YOU ARE HAVING ISSUES WITH THE INSTALLER VERSION. FOLLOW THE INSTRUCTIONS IN THE PACKAGE "README" FILE! The Performance & Stability Mod is...

DOW II: Codex Edition v3.0

DOW II: Codex Edition v3.0

Dawn of War II: Codex Edition Full Version 59 comments

FOLLOW THE INSTRUCTIONS IN BOTH THE PACKAGE "README" FILE AND THE POST-INSTALL "CODEX EDITION - README" FILE TO AVOID PROBLEMS! Your antivirus is likely...

DOW II: Codex Edition v2.1

DOW II: Codex Edition v2.1

Dawn of War II: Codex Edition Full Version 41 comments

NOTE: This version was updated and re-uploaded a few hours after being released, so the .zip file containing the mod is called "Codex Edition 2.1.2" instead...

Post comment Comments  (0 - 10 of 41)
LMP1992
LMP1992 - - 2 comments

AI not attack Power node,could fix it?

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Guest
Guest - - 689,569 comments

That issue is isolated to Elite Mod. Maybe you should talk to them.

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SoulEater1993
SoulEater1993 - - 165 comments

If you're interested to join DOW2 mod servers for the players, learn DOW2 modding or are a modder of any capacity, we'd love to have you onboard! We have some DOW2 modding servers.

⦁ DOWII - Modding Community: Discord.gg
⦁ Nootspheric Network: Discord.gg

Hope you'd be able to join! See you all there!

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Aleksandre_Gv
Aleksandre_Gv - - 6 comments

Guys, I remember that there were some maps that included the custom maps and you could play as Daemon Prince too. Unfortunately, I cannot remember how did I get those maps, please can anyone help me out?

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Guest
Guest - - 689,569 comments

You sure its DOW2? Might be DOW1 mods / maps?

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Aleksandre_Gv
Aleksandre_Gv - - 6 comments

yeah, I am sure. I just can't remember whether it was included in any mods or just the map pack, but I remember that there were lots of 1-player maps too and there were some maps where you already had units/buildings under you control at the beginning of each map. There was one map where if you moved to a different player's starting position you could control The daemon Prince and some chaos buildings and units on that particular map. If anyone has any ideas please recommend to me where can I find those maps or other ones where you can experiment with some different things in a single-player.

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SoulEater1993
SoulEater1993 - - 165 comments

I realized its one of Viking of Wars map because I recently saw a screenshot of that one map with the Daemon Prince. You should ask him on discord if you're still around.

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JjForcebreaker
JjForcebreaker - - 907 comments

Still an amazing game!

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SoulEater1993
SoulEater1993 - - 165 comments

Emperor, it still is!

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KyloRen
KyloRen - - 443 comments

I wish Dawn of War Retribution was as moddable as DoW1 is. The path finding is so much better, would've opened up a lot more possibilities for bigger battles & units of the like

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SoulEater1993
SoulEater1993 - - 165 comments

It is moddable. In fact, in some aspects, its easier to mod than DOW1.

The main issue is some hard code that has stumped the Elite Mod crew for a while now.

We're about 1/2 through it. If we can finish that last half, we're home sweet home, though its a workabout that we're working on.

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