Currently an in-development public beta, multiplayer-focused (both PvP and PvE) spin on the Dawn of War 2 formula. Featuring light base management, tech trees, increased scale, new units, and unique properties to each hero's unit and tech roster within the overall faction providing increased strategy in your hero selection as a sort of 'sub-faction'.

The playable beta currently features only THREE modded factions.

  • The Space Marines, featuring the First Company, Fifth Company, and Reserve Company
  • The Imperial Guard, featuring the Militarum Tempestus, Infantry Company, and Armoured Company
  • The Eldar, featuring the Path of the Warrior, Path of the Outcast, and Path of the Seer

The campaign and last stand mode are, at this moment, TBD for their implementation - Last Stand may be kept 'as-is' without modification but available to launch, and the Campaign being added would only be done were it altered to fit the theme of the mod (which may be more than myself and my team are capable of at the moment) - it would also require custom voice lines to be in new directories, not overwritten ones, which I am working on figuring out with partial success which has actually been recently figured out and puts this higher on the possibility list!

Looking for others to play Eternal with?

Join the Eternal Discord server!


This is genuinely the Eternal discord this time! No longer does this link to Toaster Race.

But you can still join my personal discord if ye want.

This is NOT "Dawn of War 1 in Dawn of War 2"!

Although this mod DOES draw a lot of influence from Dawn of War 1, which is one of my personal favorite games of all time, we are not going for a direct one-to-one implementation of DoW 1 within DoW 2 with Eternal. Many other games inspire this one, in particular Company of Heroes and the old Command & Conquer series, another personal favorite of mine, alongside its heavy DoW 1 inspiration. And of course, Dawn of War 2 itself.

With that out of the way...

Features include:

  • Light logistics system, including basic (NOT DAWN OF WAR 1 SCALE!) base building and research tech trees allowing you to upgrade your army on the field over the course of the game. Requisition points can be locked down and secured with basic turrets to buy time, and resource income can be bolstered with global upgrades and base-constructed plasma generators. Scale has been moderately increased and games take longer to complete compared to vanilla, with both a higher base population counter and the ability to further expand it with each point captured.
  • Increased wargear choices for familiar units in part thanks to models provided by the teams of the Elite and Vengeance of the Blood Ravens mod. To use Assault Marines as an example, they now have power swords, power axes, combat shields, and plasma pistols as options. Some hero wargear has been added as well.
  • 'Sub-factions' added in manner designed to encourage an increased emphasis on hero choice, with each hero having a combination of faction-wide shared and individually unique units and technologies available to them rather than simply being some global ability changes. Think the company system from Company of Heroes, or the sub-factions in C&C 3 Kane's Wrath. (No new factions have been added - this is entirely within the confines of the original 6 game factions)
  • Improved unit feel - infantry now respond quicker, move quicker, and have more pronounced formations. Vehicles differ wildly in speed and responsiveness, with Falcons and Chimeras darting around the field while heavy Land Raiders and Baneblades take time to get moving and come to a stop. A new armour class of 'Light Vehicle' has been introduced to further separate mid-game vehicles from late-game heavy tanks. Changes are made with consideration for gameplay and lore accuracy, with gameplay always coming first.
  • Reworked vanilla maps as well as maps provided to us by the community, in particular map maker Swift, with an increased number of points and cleared out base areas. This is a work in progress and thus far not all maps have been reworked.
  • Custom music composed by myself (for better or for worse) as well as 'music packs' allowing vanilla DoW 2, DoW 1, or the new music to be played, custom voice lines for some of the new units, and some sound effects redone to go along with the altered feel of certain in-game weapons.
  • Very slightly changed user interface design to improve access to abilities for buildings and allow an increased number of upgrade choices available for units while retaining a high-quality feel.
  • Addition of minor dynamic lighting where appropriate and without performance being affected, such as the muzzle flashes on weapons.
  • Guest appearance by Chaplain Diomedes and a Shipment of 100 Banebl...wait...

Many thanks to the developers of the Elite mod, Vengeance of the Blood Ravens, and Codex Mod for both their direct assistance in developing this mod as well as the assets they have provided for us to use!

In particular, I'd like to credit Garrick, Noot, Enlargingcloud, yellowmonkeySoulEater, Imperator, Clocktickin, Swift, Dr. Tobias, and Kharos for their contributions, assistance, and for putting up with my constant questions!

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Dawn of War II - Eternal has launched!

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Now let's get out there and cause some trouble, eh?

(The discord link on the main mod page has been switched from Toaster Race
to the official Eternal discord server. Hop in!)


You can expect the previously mentioned list of features in this initial beta. This includes:

  • Playable Space Marines, Imperial Guard, and Eldar in mostly feature-complete states.
  • A proper feeling of the gameplay style and feel we are going for in Eternal, with fast-paced, epic battles and long-term decision making on top of the wonderful core that is Dawn of War II.
  • Five new maps
    • High City Assault - Based on the Capital Spire map, but utilizing the much larger campaign variant. 2 players.
    • Imperial Bridge - Based on a design given to us by Kharos of the Codex Mod. A long, narrow, open bridge for 4 players.
    • Kasyr Lutien - A classic Dawn of War 1 map re-imagined long ago for Dawn of War 2's community as the well-known Kasyr Lutien Redux in mods such as Elite and Codex, here converted to be much closer to its original DoW 1 design allowing more space for big urban battles to occur.
    • Siege of Vraks - Based on a design given to us by Swift from the Elite mod, a dark Imperial battleground with lots of close-quarters combat over a large quantity of Requisition points.
    • Harkus - Also given to us by Kharos of the Codex Mod, this map is as big as the map editor allows and contains a massive urban fortress for Team 2 overlooking a wide open desert for Team 1. Victory point mode highly recommended due to the sheer size of this map.
  • Eight "Eternalized" two-player vanilla maps, consisting of additional points and cleared out starting areas.
    • Ashes of Typhon
    • Calderis Refinery
    • Hive City
    • Judgement of Carrion
    • Legis High Stratum
    • Leviathan Hive
    • Outer Reaches
    • Siwal Frontier
  • A (hopefully) improved battle AI that should be more aggressive and properly utilizes the new aspects of Eternal, such as base building and research.

Of course there are bugs as well. I outlined a couple of them in the download, and I would greatly appreciate your assistance in finding as many as possible!

I really hope you enjoy this mod that we've spent the last 2-ish years working on so far! I'll keep you updated as we work on bringing Eternal to a proper 1.0 in the future!

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Version 0.5.1...

all i can think of is Microsoft Flight Simulator 5.1


Flight Simulator 5.1 box


and I keep making this joke with friends too

yeah i know, i'm getting old


Eternal News & Rambling II

Eternal News & Rambling II

News 6 comments

Another wall of text and stuff that basically goes over a bunch of behind-the-scenes stuff for Dawn of War II: Eternal.

Eternal News & Rambling

Eternal News & Rambling

News 3 comments

A wall of text and stuff that basically goes over a bunch of behind-the-scenes stuff for Dawn of War 2: Eternal.

Veni, Vidi, Video 2023 - DBolical YouTube Roundup May 22nd - May 26th

Veni, Vidi, Video 2023 - DBolical YouTube Roundup May 22nd - May 26th

Feature

Check out this week’s roundup of the mods that were featured on the DBolical YouTube!

Add file RSS Files
Eternal - Beta Version 0.5.4

Eternal - Beta Version 0.5.4

Full Version 52 comments

A full installer for Version 0.5.4 of Dawn of War II - Eternal. Contains: - Playable Space Marines, Imperial Guard, and Eldar. - Three sub-factions each...

Eternal - Patcher 0.5.3 to 0.5.4

Eternal - Patcher 0.5.3 to 0.5.4

Patch 2 comments

Patches Eternal from version 0.5.3 to version 0.5.4

Eternal - Patcher 0.5.2 to 0.5.3

Eternal - Patcher 0.5.2 to 0.5.3

Patch 6 comments

Patches Eternal from version 0.5.2 to version 0.5.3

Eternal - Patcher 0.5.1 to 0.5.2

Eternal - Patcher 0.5.1 to 0.5.2

Patch 1 comment

Patches Eternal from version 0.5.1 to version 0.5.2

Eternal Music Pack - Dawn of War 1

Eternal Music Pack - Dawn of War 1

Music

Alters all music in Dawn of War II - Eternal (exception of non-modded factions) to be tracks from Dawn of War 1.

Eternal Music Pack - Dawn of War 2

Eternal Music Pack - Dawn of War 2

Music

Alters all music in Dawn of War II - Eternal (exception of non-modded factions) to be tracks from vanilla Dawn of War II - Retribution.

Comments  (0 - 10 of 109)
D.Va-N
D.Va-N

Dear devs, can you plz provide a link to a discord server, where you talk about current development and stuff?
I joined to DoW2 Eternal channel on discord, but there is no active channels with people, hmmm (only airlock, guide and announcements)

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Harssolf
Harssolf

Hello there!

Wanted to ask, how can i change the Dark Angels colour scheme without making it the generic one? I like the changes you've made and wanted to change its colours, i know that in elite mod there is a text file that allows one to change colour schemes but i can't find something like that in here.

Thanks in advance

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sunray1
sunray1

Hi. Even though it is early in development, I can see that there has been a lot of thought put into planning out the features of this mod. It has great potential. I am an Imperial Guard fanatic from way back, and was involved in a team that created a couple of IG mods for DOW 1.

At some stage, will we be able to use the DKOK DLC with this mod? I miss my IG regiments.

Love the engineers/combat engineers concept. Guardsmen/Conscripts need backpacks. Sergeants need weapons upgrades. PDF guard would be nice (with autoguns). More choices of win conditions would also be nice. Love the increased pop cap. Lots of ideas....for IG.

I have looked around your discord channel. Never used discord before...have no clue how to use it. Do I have to sign up...is there a chats area...how do I find it?

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SoulEater1993
SoulEater1993

Hi sunray, thanks for the support and love! Glad to hear you're a fellow modder!

Yes. DKOK DLC has been in highly requested (myself included), so Toast and Celt will add them as soon as they are able to, as the focus is on Chaos now.

Thanks for checking our discord channels!

1) Our discord invite channel is here at Discord.gg. Basically, you just need your own discord acct to login with, then you can enter any discord server including for Eternal.
2) Basically, a discord server is a place where people can chat and discuss on the mod stuff.
3) Anyhow, I'm there so, feel free to ask for help!

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Steamios
Steamios

Can the assault chimera be renamed to Storm Chimera for better lore fusion and if there’s a model out there that look more like the storm chimera would be nice :D

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SoulEater1993
SoulEater1993

Thanks for the idea! Its better to drop your idea in the discord server, as we're more active there and we have a proper channel for getting feedback!

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Guest
Guest

This mod is brilliant!! love the current content value even at early access.
I experience some crashes though this was expected, just wandering however, is anyone else experiencing a lack of color on the armor for the Imperial Guard regiments? They show up in the Army Painter though not in-game.. Just me? if so is there something I could do on my end to fix this? Again, love the mod all the same.

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D.Va-N
D.Va-N

it is caused by difference in settings between vanilla and eternal mod, experienced it myself.
How I fixed it - launch vanilla and set graphics to ultra, save it and then launch eternal mod and do the same.

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SoulEater1993
SoulEater1993

Hi, thank you for the love! Toast and Celt worked hard on the mod!

Hmmm, it sounds like you ran into the infamous soundbug. I've made a guide for people to follow (along with other issues and fixes).
Steamcommunity.com

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Steamios
Steamios

Yea can we please have a no population cap version :))

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SoulEater1993
SoulEater1993

Ooops, replied to your comment below! XD

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