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 through Player versus Player 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 fair amount variety.

Key Features of the Mod:

- You can now use Wargear in multiplayer and skirmish games.
- 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.
- 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.

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!

DISCORD CHANNEL TO GET GAMES AND GET INVOLVED - Discordapp.com

The Steam Group



CREDITS

Korbah - Former Mod Leader.
OctopusRex - Former Dev Team Leader.
Saaz - Former Codemonkey.
Nicodemus - Former Codemonkey, Autowiki and Dark Eldar development.
mlai - Former Coding alumni.
Hollow4thewat - Coding, Dark Eldar overhaul and Sisters of Battle.

Denizasker - Content Team Leader and modeller.
Hollow4thwat - Translations and Tooltips.
Reeelax -FX maker.
LoRd KoRn - Art and Icons creator.
DeviantGhost - Maps and Art.
DoOB & Dysthemic - Art.
Ellipsis Jones - Art.
Kurtcos - Art.
Ppipp - Art.
TurboPepsi - Art.
Soutchka - Sounds.
MurhpyJ, Pimpy, ActionDragon, Ain, Whodunnit, Tauknight, Yaoquizque, Slates - Manuals
Ain, Dryden, Imbaer, JabolX, Hollow4thewat, whg_topside, Rendy.cz, s1_ONE, Yaoquizque - Translations


ActionDragon - Former Senior Balancer.
Ain - Senior Balancer.
Baneboss - Former Senior Balancer.
ChokoBambus - Former Senior Balancer.
Cloud7 - Senior Balancer.
Dux - Senior Balancer.
Khan - Senior Balancer.
Jozen - Senior Balancer.
Murphyj - Senior Balancer.
Pimpy - Senior Balancer.
Reeelax - Senior Balancer.
Slaste - Senior Balancer.
TrueTheReaper - Senior Balancer.
Tauknight - Senior Balancer.
Imbaer - Senior Balancer.
Viparas - Senior Balancer.
Whodunnit - Senior Balancer.
Yaoquizque - Senior Balancer.

KaiserSoze - AI Team Leader.
LarkinVb - AI coding assistance.
Sire Thudmeizer - Skirmish AI Mod Liason.
ArkhantheBlack - Skirmish AI Mod Liason.
AI Testers - Allen, Capione, Capry, Cheeseman, Con1k, Leondegrance, Me987654, Nightwing, Ruprechtus, Tankhunter.
The Skirmish AI Mod Team - without these excellent chaps we wouldn't have their incredible AI.

SPECIAL THANKS

FoK mod team - Medes, Mirage Knight, Hangar-8, Megazogg, Melooo and Horusheretic.
KRMZ and Friedric_P for the utilisation of the WH:AS mod content.
Cyclone Mod - Québec_Dug, XEN and Brother_Santos.
Chiu Chungling for his incredible texturing work.
Corncobman for his awesome help.
Reaper R66 for his fixes.
The Camera Zoom Mod - Inquisitoriae & Gnome5.
RT2 for his fixes.
Greenscorpion for his most awesome help and fixes.
Eranthis for his great VO performance and art assets included on the Eranthis Project.
LeonardGOOG for his amazing texturing work.
EvilIsador for his awesome help with the UI fixes.
GrOrc for his fixes and assets.
TagHF for his newly French translation.
Kasrkin84 for his help on the Stronghold Assaults minimod.
Kekoulis for his model fixes and 3D expertise, without him 3.69 would have ever been finished.

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RSS Articles

3.69.4 Version Changelog

News

If you dont like it...

RELEASE DATE: lol soon.

CHANGELOG

GENERAL

  • Changed the speed penalty for broken morale units to 0.95 from 0.9.

SM

  • Ven Dread: Plasma Cannon range decreased from 38 to 30, increased damage vs veh_lowDecreased reload time from 7 secs to 3 secs. No longer has Area of Effect. Replaced Smoke Launchers ability with Machine Spirit ability - turned said ability global.
  • Power Fists: Decreased reload time to 1.5 from 2 seconds.

CSM

  • Dread: Decreased Multimelta range to 25 from 26. Increased reload time to 1 second from 0.5 seconds. Able to teleport after T3 is developed - has the same range as the Chaos Sorcerer.
  • Power Fists: Decreased reload time to 1.5 from 2 seconds.

ELDAR

  • Warlock: Fixed an issue where its minimum and maximum damage values with his default sword were mixed up.

ORK

  • Squiggoth: Fixed an issue where there was no value damage versus monster_low targets. Added FOTM to both of its Twin Shootas of 0.25.
  • Trakk: Added FOTM on its Twin Shootas of 0.25.
  • Listening Post: Fixed damage versus air_low targets with its Rokkit Launchers.
  • Dred: Cleaned up the code for its mega blasta. Added Big Shoota as weapon upgrade.

IG

  • Leman Russ: Fixed the incorrect values versus building targets.
  • Commissar: Decreased reload time to 1.5 from 2 seconds.
  • HWT: Mortar range increased from to 37 from 30.
  • Demolisher: Reworked completly so its no longer a Commander-like unit. Has a sharecap with the Leman Russ. Added a Heavy Stubber to its shoulder. Made it so its possible to upgrade its hull heavy flamer with the heavy bolter (requires Full Scale War research). Kept its Smoke Launchers ability. Made it so it now requires a depot - depot is able to increase the hp and production rate of the Mars Pattern building.

NECRONS

  • Necrontyr Pillar: Allows now to reinforce units nearby it - available after Engaged Monolith (Tier 3) is complete.
  • Scarabs: Changed armor type to inf_med from air_low. Increased HP to 125 from 45. They are now able to to decap points.
  • Builder Scarabs: Changed morale death to 100 from 40. Now they are able to teleport should their morale is broken. Decreased morale to 150 from 205.
  • Flayed Ones: They now require Summoning Core.
  • Wraiths: Decreased max loadout to 1 member from 2. No longer able to decap points.

TAU

  • Pathfinder: Increased slightly their damage versus infantry_low targets.
  • Kroot Hounds: Increased slightly their damage versus infantry_med targets.
  • Tau Commander: Decreased slightly their damage versus inf_high targets. Decoy Drone now grants a very small healing aura to the Tau Commander. Changed formation so that his drones appear and move at the front.
  • Stealth Suits: Changed Req value from 75 down from 85. Decreased SS Leader req cost to 85 down from 100. Leader no longer has access to EMP bombs.
  • Piranha: Now has access to EMP bombs.
  • Broadsides: Railguns while entrentched have now a pie radius of 8.
  • Gun Drones: Changed armor type to veh_low from air_low.
  • Decreased drone leaders (except Gun Drone Commander) build time to 15 secs.
  • Vespid: Increased Strain Leader build time to 20 secs.

DE

  • Initial Req decreased to 1150 from 1200.
  • Revised again the speed penalty Warriors, Scourges and Incubi gain in heavy cover.
  • Tweaked the melee damage most of squad leaders besides their melee weapon upgrades.
  • Significantly increased rotation rate and slightly increased speed of vehicles, to match that of the Eldar.
  • Warriors: Splinter Cannon is back in the menu. Increased its range to 35 from 32, they require a setup time of 2 seconds.
  • Wyches: Splinter Pistol morale damage decreased to 2 down from 3. They have now access to Blasters as weapon option. Can upgrade to 2 max - +1 with heavy weapon research. Removed combat drugs - now they can use Plasma Grenades, obtanable through Daughters of Pain research.
  • Incubi: Moved to T1.5 after Haemonculus Lab is built. Squad is now able to decap points. Incubi researches are now on Haemonculus Lab. Decreased price cost to 70/10 from 80/25.
  • Scourges: Default weapon changed so now they carry Splinter Rifles - decreased their range to 22 down from 25. Horrorfex Bomb can now be targetted on monsters. Movement speed increased to 19 from 17.
  • Hellions: Now has access to Combat Drugs.
  • Archon: Incubi retunie now recieves the health bonus through Commander researches instead of Infantry armor. Animus Vitae ability no longer disables jumps.
  • Haemonculus: Stinger and Soul Explosion researches grant 100 HP.
  • Jetbikes: Changed armor type to veh_low from air_low
  • Warrior Blaster and Wych Blaster: Fixed so now the Soulseeker ammunition researches grant 7% ranged damage.
  • Warp Beasts: Beastmaster has now access to Haywire Bombs, requires Warp Mutation research.
  • Dais of Destruction: Dark Lance sweep ability now can disable reinforcement time and heavy weapon upgrades to any attacked squads for 5 seconds.
  • Dark Lances: Made it so all infantry units must be stationary to fire the weapon. Increased reload time to 1.5 seconds from 1 second.
  • Soul Shock: Decreased damage to 60 from 80.
  • Soul Cage: Now generates Soul resource automatically. Able to decay just like a Thermoplasma generator.
  • Tier 2&3: Removed Soul cost.
  • Infantry Health Researches: Moved to Barracks.
  • Rekindle Rage: Ability duration increased to 10 seconds.

SoB

  • Missionary: Healing ability now affects himself and the squad he is attached to instead of being an area of effect. Now can have Inferno Pistol through its mandatory research. Emperors Touch research moved to HQ.
  • SoBS: Removed Heavy Bolter as Heavy Weapon option.
  • Canoness: Rosarius ability duration decreased from 10 to 5 seconds.
  • Assassin: No longer is affected by speed modifiers on heavy cover. Decreased dramatically their melee damage vs vehicles.
  • Celestians: Fixed a bug which did not have any damage values vs inf_heavy_low targets. Increased accuracy in close combat to 0.75 from 0.65. Multimelta range decreased to 25 from 26 - moved to T2.5. Decreased by 1 their Heavy Weapon choices. They now obtain +2 Heavy weapon choices after Heavy weapon research.
  • Seraphim: Moved to T1.5.
  • Retributors: Multimelta range decreased to 25 from 26. Imagifer Seal of Purity duration time decreased to 5 seconds from 10 seconds. Heavy Bolter is now part of their heavy weapon options.
  • Repentia: Moved to Holy Reliquary. Armor type changed to inf_high.
  • Immolator Tank: Multimelta range decreased to 25 from 26, reload time increased to 1 second from 0.5 seconds.
  • Repentia: Decreased accuracy to 0.65 from 0.75.
  • Confessor: Moved to Holy Reliquary.
  • Laud Hailers: Changed its Faith cost to Req/Power costing 35/25.
  • Emperors Touch: Increased range to 30 up from 28. Changed Faith cost to 40.
  • Heavy Weapon damage researches: No longer affect Celestian chain swords and Deahtcult weapons.
  • Holy Icons: Able to heal in an area of effect nearby troops with a regen rate of 0.25 with a radius of 12. Decreased their hardcap to 5 down from 8.
  • Faithful morale researches moved to HQ and available after barracks is built. First research decreased Req cost to 80 from 100.
  • Martyrs Gift research moved to Holy Reliquary.
FAQ

FAQ

Other Tutorial

A summary of some basic questions which have been asked all the time in the mod development and now you have answered.

3.69 Actual and Definitive Changelog

3.69 Actual and Definitive Changelog

News 1 comment

Learn about how Hollow does not care about your actual feelings.

RSS Files
DoWpro: SoulStorm 3.69.4

DoWpro: SoulStorm 3.69.4

Full Version 5 comments

The 3.69 full release version for DoWpro: SoulStorm. This version requires Dawn of War: SoulStorm installed. If you have any previous versions of the...

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 778)
naturesadi
naturesadi

Dark elder is one of my favorite faction.
Can Dias of destruction summon Incubus? also can you add Incubus Cape model from Dias of Destruction with Archon? They look very cool than standards.

or I Should "STAND BACK"...LOL

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Hollow4thewat Creator
Hollow4thewat

Sorry but nothing can be done about that.

Reply Good karma+1 vote
Lcat84
Lcat84

Brother I love the update you have provided for the mod. However, I have realized an inconstant flaw. When playing against the orks, they seem to completely overwhelm any faction playing against them. This is in private multiplayer mode that I have played thus far. I know many people do not play the multiplayer pvp portion of this game, but there are many of us that still play this to hone our actual table top skills, or fill the gaps. All I ask is that you might be able to provide a file that can allow users to modify statistics for races for our own customary game-play. I honestly think that your mod is better than the Ultimate Apocalypse mod that is so "out of this world". I've tried it, and it sucks compared to yours. (personal opinion). You've done a fantastic job of balancing the factions thus far. But I want to criticize a subjective opinion on you favored faction, which is the orks. Please nerf them. This is an observation I have made from playing this game tor years with your mod included. I like a challenge, but I don't want to have to limit my game-play to specific factions where I feel there is a challenging balanced game-play.

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Hollow4thewat Creator
Hollow4thewat

Ok I will buff ork even though they are not my favourite army.

Reply Good karma+2 votes
super71
super71

Would it be possible to get an imperial guard bunker, or another upgrade for the damage and range of their bunker weapons ?

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Hollow4thewat Creator
Hollow4thewat

No.

Reply Good karma+2 votes
super71
super71

okay thanks

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Hollow4thewat Creator
Hollow4thewat

I regret nothing.

Reply Good karma+3 votes
Kekoulis
Kekoulis

Me neither.

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N0b0dySignifican7
N0b0dySignifican7

Hey Hollow, I know you don't generally care about the AI and maybe you're already aware of this, but if not, you should know the AI is pretty messed up in 3.68. For example, they will often just "give up"; they'll stop producing new units or progressing altogether. Dark Eldar AI is especially plagued by this, to the point of being completely broken. The AI also just doesn't seem to play as well in general compared to past versions. I went back to 3.67 and no longer have these problems, except for the "giving up" which now happens much less frequently. Moving units into their base seems to knock them out of it.

I also tried 3.66: maybe it's just me but the AI there seemed even better than 3.67. This was all on Insane, with the same settings in the AI Control Panel.

Any idea what's going on and if it can be fixed?

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Grilletto
Grilletto

Have you tried setting the resource rate to high?, I constantly get my butt handed to me by the AI whenever I play that way.

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N0b0dySignifican7
N0b0dySignifican7

You mean doing so on the newer versions? No, I haven't. How exactly does it compare to AI with standard resource rate? They'd obviously be more aggressive, sure, but do they properly utilize their units/tactics instead of just chilling in their base?

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Hollow4thewat Creator
Hollow4thewat

Nothing much can be done about it I am afraid. Your best bet is sticking out on Hard difficulty.

Right now it is unkwnon how the AI fares with the new changes and most likely it will be even worse than 3.68. Just saying.

Reply Good karma+1 vote
N0b0dySignifican7
N0b0dySignifican7

I see, fair enough!

By "sticking out on Hard", you mean to say the AI encounters less issues on lower difficulties?

And if I may, what do you think is the most recent version with the best working AI? Anything you'd recommend doing with the AI Control Panel to avoid issues, as well?

My friend and I enjoy playing team games with AI allies, so we're trying to find a good setup. Then of course we switch to 3.68 for 1v1's.

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Hollow4thewat Creator
Hollow4thewat

AI on Hard difficulty has the same economic income as the human player. It is hardcoded so anything below that recieves less resources and Harder and Insane has more resource income to grant the artificial feeling of being more agressive, which it really is not.

Like you pointed out I do not really care that much about the AI whatsoever so I cannot tell you about any best version out of it.

If you play with AI allies it is hardcoded so said allies play a whole less worse and weaker than a human player.

Reply Good karma+2 votes
N0b0dySignifican7
N0b0dySignifican7

Okay, yeah we figured they'd get extra resources. Didn't know about AI allies being coded as worse/weaker though, that's interesting. Many thanks for the input! We're looking forward to 3.69, hope it's going well for you.

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