Dawn of War: Professional (DoWPro) is a mod for the Dawn of War franchise that has been developed over many years, and is based on the Warhammer 40000 universe. The mod aims to enhance the multiplayer experience by incorporating intelligent gameplay design and balance with the exciting and spectacular game that is Dawn of War.

No longer will units become obsolete as you gain higher tech, and no longer will you have to spam a certain 'overpowered' unit in order to win.
In DoWpro strength through diversity is promoted, and with the return of the 'hard counter' system from the original Dawn of War game, DoWPro offers the player many different choices on their path to victory.

The latest version of DoWPro is for the third and last Dawn of War expansion: SoulStorm. Boasting nine completely unique races to choose from, DoWpro: SS offers a huge amount variety.

Key Features of the Mod:

- You can now use Wargear in multiplayer and skirmish games.
- The all-famous skirmish mod and the ever useful camera mod already included.
- Exciting and fun gameplay that differs greatly from SoulStorm in ways of how you research abilities and use your units.
- New graphics and visuals for every race.
- Sizeable community of its own, and can be played through the Steam Group or the Discord channel.
- New units for almost every race.
- You can easily switch between DoWpro and standard SoulStorm through the in-game 'Game Manager'.
- A complete and instructional set of manuals to let you know every aspect of the mod and the armies.

Requirements:

- For DoWpro: SS you need SoulStorm, patched to version 1.20. For Steam users it is required its very own latest version.

Be sure to check out Z15.invisionfree.com for more details.

Where to Get Support and Meet Players

If you have any technical issues, or are just looking for a couple of games. please join us on the Steam Group or in our Discord channel!

The Steam Group

We also set up a Discord Channel for the mod, check it out here - Discordapp.com

DISCLAIMER - TERMS OF USE

The DoWPro mod uses some material which belongs to some other mods. Some of them, are totally exclusive and cannot be taken out without the authorisation of the team leader of the mod that created the material which has been added. DoWPro mainly uses the following models from the following mods:

- Firestorm over Kronus.
- Purgation of Kaurava.
- Witch Hunters: Adepta Sororitas Mod.

To be more specific. In the case of the Witch Hunters: Adepta Sororitas Mod, there has been an exclusive deal from both mod team leaders (that is, between Korbah, Friedric_P and KRMZ). If, by any circustamce you take any of these models or content from DoWPro, which belong to the Witch Hunters: Adepta Sororitas Mod you are not allowed to public it in your mod unless you have real authorisation from Friedric_P and KRMZ, the mod team leaders from the Witch Hunters: Adepta Sororitas mod.

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RSS Articles

3.65 Final Changelog

News

Welp this does it I guess.

Release date: 24/25th of December.

CHANGELOG

GENERAL

  • Added the Stronghold Assault Missions as a separate download, it will be released as an Alpha, so expect broken stuff or crashes.

SM

  • Rhino: Cost decreased from 140/140 to 100/120.
  • ASM: HP increased from 380 to 400. Sarg HP increased from 400 to 550. Reverted in combat time multiplier back to 1.95. Increased charge range from 15 to 20. Lightning Claws increased damage vs veh_low targets from 4.57 to 35.
  • I do love ninja changes, specially regarding models and textures.

CSM

  • Rhino: Cost decreased from 140/140 to 100/120.

ORKS

  • Big Mek: Removed the AoE effect from the Mega Blasta, reverted its range back to 30.
  • Ard Boyz: Increased reinforce time in combat from 1.12 to 1.76.

DE

  • Increased by twice the soul cost for all global spells (Piercing Vision, Rekindle Rage, Screams of the Damned, Souls Mist, Corrossive Cloud and Soulstorm.) Piercing Vision: Removed the accuracy bonus granted to squads. Increased damage modifier from 5 to 10%.
  • Mandrakes: Reduced initial max squad loadout from 5 to 4. They gain +1 member with Haemonculus Laboratory and Wych Cult Arena. Reduced Req cost from 40 to 30.
  • Warriors: Moved from Hall of Blood to HQ. Restored the way the used to scale up now with Haemonculus Laboratory. Reduced Req cost from 45 to 40. Warrior sarg is now unlocked with either Haemonculus Laboratory or Wych Cult Arena.
  • Wyches: Moved from Cult Arena to Hall of Blood. Daughters of pain research charge range decreased from 6 to 4, research is still in Wych Cult Arena. Wych leader requires either Wych Cult Arena or Haemonculus Laboratory to unlock.
  • Hellions: Moved from Cult Arena to Hall of Blood. Requires however Wych Cult Arena to unlock. No longer cost souls.
  • Scourges: Made it so now they come with Splinter Cannons straight away. HP increased from 315 to 420. Increased cost from 60/10 to 70/15.
  • Warp Beasts: Moved from Cult Arena to Hall of Blood. Requires Wych Cult Arena to unlock. HP decreased from 600 to 500. Warp Mutation research cost decreased from 120/80 to 80/60.
  • Incubi: Moved from Hall of Blood to HQ. Decreased health regen decrease in combat from 0.5 to 0. No longer cost souls. Requires Laboratory to unlock.
  • Archon: Moved from HQ to Hall of Blood.
  • Haemonculus: Moved from Laboratory to Hall of Blood. Increased HP from 750 to 850. Stinger now requires research. Made it so now his researches only grant abilities instead of other buffs. Increased sight range from 25 to 30.
  • Reaver Jetbikes: Decreased reload time from 0.8 to 0.6. Moved to Vehicle building.
  • Talos: Requires Wych Cult Arena to unlock.
  • Ravager: Fixed a tooltip that stated it was good vs aircraft.
  • Wych Cult Arena building: Made it so now it only has researches for Wyches, Warp Beasts, Poison Blades and Commander and melee squad leaders. Cost changed so now it is 150/40.
  • Splinter Cannon Upgrade: Moved to Haemonculus Laboratory.
  • Slave Graveyard: Gruesome Display addon: Adds building_med to the Slave Graveyard besides adding +50 HP.
  • Pop and veh addons: Removed soul cost.
  • Spawnable Webway Gates: Now appears invisible once casted. No longer self destructs after 2 minutes have been passed. Requires now 10 souls to create.

SoB

  • Arbites: Removed entirely the melee model. Shotgun model becomes the standard. Able to upgrade to Grenade Launcher and Plasma like all races do. Arbites research unlocks right after rax is built. Changed pop from 1 to 2. Plasma Gun moved to T2 instead of T2.5. Shotgun range increased from 15 to 18.
  • Hospitaller: Reworked so now she grants healing aura to the squad she is attached straight away. Can be upgraded through Lay of Hands on Holy Reliquary which grants further healing to the squad she is attached and damage resistance for 20 Faith. Emperors Touch requires 20 Faith points to activate it. Removed pop cap. Changed armor from inf_heavy_med to Commander.
  • Infantry: Decreased health regen from 1 to 0.5. Decreased greatly the cooldown time for Acts of Faith from 120 to 90 secs. Made it so now Faithful Morale researches further decrease the cooldown time for all infantry troops.
  • Seraphim: Increased pop from 2 to 3. Further decreased accuracy values so they are now on par with SoB tacs.
  • Repentia: They now require Tier 2 besides either Holy Reliquary or Sanctuary.
  • Canoness: Liber Heresius ability no longer costs Faith points. Divine Glory ability duration decreased from 15 to 6 secs. Health regen decreased from 25 to 20.
  • Repressor Tank: Increased accuracy from 60% to 75%.
  • Exorcist Tank: Moved to T3.


Also, here is your reminder that whenever a new version comes up, please, PRETTY PLEASE UNINSTALL AND REINSTALL 3.59 THEN THE NEW UPDATE.

3.65 - This is it.

3.65 - This is it.

News 2 comments

Find out what you gonna expect for the mod's next release.

3.64 Final Changelog & Release Date

3.64 Final Changelog & Release Date

News 2 comments

Local old man yells at clouds. Check out why and how.

3.64 - What, already?

3.64 - What, already?

News 2 comments

After a week, there are news about a new version? This guy is crazy yo.

3.63 Uh-Oh...

3.63 Uh-Oh...

News 3 comments

Something very bad its going on, lets see if you can at least understand the bad news.

RSS Files
DoWPro: Soulstorm 3.64 Update

DoWPro: Soulstorm 3.64 Update

Patch 5 comments

New version that fixes even more stuff and adressed the so painful AI stuttering. Requires DoWpro: Soulstorm 3.59 previously installed in your computer.

DoWPro: Soulstorm 3.59

DoWPro: Soulstorm 3.59

Full Version 1 comment

New version for the mod, contains several bug fixes and tweaks on balance. In order to install it you must have only Dawn of War - SoulStorm PATCHED to...

DoWpro: Dark Crusade 3.41 Hotfix

DoWpro: Dark Crusade 3.41 Hotfix

Patch 3 comments

The 3.41 hotfix for DoWpro: Dark Crusade. This version requires Dawn of War: Dark Crusade 1.2 and DoWpro: DC 3.40 to run correctly. After installing...

DoWpro: Dark Crusade 3.40

DoWpro: Dark Crusade 3.40

Full Version 2 comments

The 3.40 full release version for DoWpro: Dark Crusade. This version requires Dawn of War: Dark Crusade 1.2 to run correctly.

DoWPro: Winter Assault 1.66 Hotfix

DoWPro: Winter Assault 1.66 Hotfix

Patch 1 comment

This is a Hotfix for DoWPro: Winter Assault 1.60, after installed, you'll have the latest and final version of WApro.

DoWPro: Winter Assault 1.60

DoWPro: Winter Assault 1.60

Full Version

This is the main installer for WApro (DoWpro for Winter Assault), version 1.60. Please be sure download the 1.66 hotfix as well, and install it after...

Comments  (0 - 10 of 699)
poxchamp
poxchamp

Adds a lot of good content, horrible balance though. Imperial guard are like play things against space marines, space marine infantry and vehicles trample imperial guard, and the defensive scheme in ig isn't good enough to compete against the space marine offensive.

I really like the idea of increased bunker damage when playing ig, however it's not enough to warrant trying a defensive strategy. If given an option for the bunkers to have increased range, and sight range it might make playing defensive an option. In the lore not even necrons would attack an imperial guard bunker or command center head on, as imperial guards have billions of las guns shooting out of these defensive structures.

Cool mod though

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H0LL0W Creator
H0LL0W

So you are playing against the AI to base off such claims?

Interesting.

Reply Good karma+2 votes
poxchamp
poxchamp

Easiest way to check the power levels of certain races, wouldn't you agree ? Humans are usually far better, more intelligent, and more tactical. So if my infantry and vehicles can't go toe to toe with a computer even though I used infantry with vehicles, and artillery in the back, then chances are it won't work out at all against people.

It's pretty common that imperial guard is weaker than other races though, as they aren't typically a favorite faction compared to battle sisters, space marines etc.

Space marines infantry should be stronger than imperials, but space marine vehicles can't also be stronger than ig vehicles or you have an imbalance in power. Just my thoughts, coming from a 12 year dawn of war players, and someone who played in tournaments when dawn of war was first public and had a large following.

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H0LL0W Creator
H0LL0W

Cdn.discordapp.com

Cdn.discordapp.com

Here are two examples of two games played using different ways to deal with Space Marines.

The AI will always cheat no matter what, so the statement that is 'horrible' falls off pretty exaggerated at best.

Reply Good karma+1 vote
poxchamp
poxchamp

I'll take your word for it, as i'm not a fan of clicking on external links that go somewhere other than moddb.

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H0LL0W Creator
H0LL0W

The link is legit since those are replays posted on the discord channel from the mod, which it is where people have been playing ad infinitum only to realise that the IG vs Tau matchup is one of the most one-sided, heavilly favoured towards IG, to put on context about how they are in terms of power-play.

Edit: Forgot to mention those replays are from the Steam version.

Reply Good karma+1 vote
poxchamp
poxchamp

Neither loaded actually after running them on my old laptop, i'd be interested in watching them though, if it was on moddb, or somewhere else.

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H0LL0W Creator
H0LL0W

Are you using the cd-version of the game, by any chance?

Reply Good karma+1 vote
poxchamp
poxchamp

No steam

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H0LL0W Creator
H0LL0W

Thats why it cannot read the replays, then. It requires the Steam version of the game.

Reply Good karma+1 vote
poxchamp
poxchamp

I meant I have the steam version, I was saying no I am not using a disc but using the steam version sorry. Should have been more clear.

Reply Good karma Bad karma+1 vote
H0LL0W Creator
H0LL0W

Okay, then in that case it should be fine for as long as you place it on your Playback folder.

Reply Good karma+1 vote
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