Get the Dawn Of War v1.41 -> v1.5 Patch off WP (35mb)
General Fixes
Network code optimized, command lag has been reduced
Observer Mode / Replays
Observers no longer have a ready button
Observers and replay watchers, can now see production and technology queues.
Observers and replay watchers, can now see weapon upgrade information
Fix a bug that was causing recorded games to go out of sync.
The chat history is now available in replays.
Randomizer Enhancements
Random race selection algorithm improved
When selecting the random teams option it is now possible to select 3 or 4 teams rather than just 2
Random teams now functions properly adding random member positioning to game maps.
Players are now assigned to teams randomly
You are now less likely to get the same race twice in consecutive games.
Land Mines
Increased damage of land mines by 100%
Tier One Buff
Hit points and attack damage of all tier one units was increased by 25%.
Tier 2 upgrades now give fewer bonuses to tier one units except Sluggas and Shootaboyz which are now stronger in Tier two.
All turrets are 25% cheaper
The attack power of the listening post's turret was increased by 25%.
Increased damage of Tier 1 spells by 25%
Rally points
Rally points can now be placed on selected unit, allowing a player to send any new units from a building to them.
Stealth Units
Stealth units now sound silent unless the hidden unit can be seen.
Units
Troop squads will no longer drop out of their control groups when the original members are killed.
Space Marines
Chaplain & Apothecary
Reduced the healing effect of the secondary healing aura of the Chaplain & Apothecary from 4 to 2. The primary, smaller, healing aura remains the unchanged
Reduced the health regeneration rate of the Chaplain to 1
Scouts
Decreased Scout Hit Points from 250 to 230
Decreased reload time of Sniper Rifle from 12 seconds to 9 seconds
Tactical Marines
Increased Space Marine Hit Points from 300 to 325
Increased Missile Launcher damage against Vehicle Medium targets from 38% to 50%
Reduced setup time of Missile Launchers from 2.5 to 2.0 seconds
Reduced the reload time of the Tactical Space Marine Sergeant's Power Fists from 2 seconds to 1 second
Reduced the damage the Tactical Space Marine Sergeant's Power Sword does to Vehicle and Building armor
(2) Space Marine's Heavy Bolter setup time increased by 0.5 seconds
Assault Space Marines
Reduced the health of Assault Space Marines from 400 to 375
The damage Assault Marines do to vehicle and building armor was reduced.
Reduced the benefit offered by Bionics
Reduced effectiveness of Melta Bombs against Building High targets from 75% to 50%
Reduced the reload time of the Assault Space Marine Sergeant's Power Fists from 2 seconds to 1 second
Reduced the damage the Assault Space Marine Sergeant's Power Sword does to Vehicle and Building armor
Assault Terminators
Reduced the frequency of the stun effect on the Assault Terminator's Thunder Hammer
Rhinos
Hit points increased to 2,000
Armor class improved from Vehicle Low to Vehicle Medium
The Rhino's Smoke Launchers now have a reduced cool down and increased duration and radius of effect.
Landspeeders
Reduced the cost from (150 Requisition / 130 Power) to (120 Requisition / 90 Power)
Reduced the Support Cap cost to 1 Population
Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Medium from 36.3 to 40%
Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Heavy Medium from 19.6 to 25%
Increased Land Speeder's Assault Cannon Weapon penetration against Infantry High from 25 to 30%
Increased Land Speeder's Assault Cannon Weapon penetration against Infantry Heavy High from 9.6% to 25%
Hellfire Dreadnoughts
Reduced the amount of damage dealt to Vehicle Low armor
Dreadnoughts
Reduced Dreadnought's damage against building high by 25%
Whirlwinds
Increased the cost from (145 Requisition / 260 Power) to (190 Requisition / 300 Power)
Reduced Whirlwind's hit points from 5,000 to 2,500
Orbital Bombardment
Enemy players can no longer see the Orbital Bombardment targeting cursor
Orbital Bombardment does less damage to HQs
The Orbital Bombardment is now on a global timer to prevent players from deleting their Force Commander and rebuilding him to circumvent the ability’s cool down.
Chaos
Aspiring Champion
Increased cost from 55 Requisition / 0 Power to 65 Requisition / 0 Power
Increased the build time from 15 seconds to 20 seconds
Increased the damage to Heavy High to be in line with other plasma weapons
Reduced the reload time of the Aspiring Champion Power Fist to 1 second (down from 2)
Reduced the damage on the Plasma Pistol does to Monster Medium by 35%
Reduced the damage on the Plasma Pistol does to Building Low by 50%
Chaos Sorceror
Reduced the damage the Plasma Pistol does to Building Low by 50%
Reduce melee damage to building low by 20%
Corruption now does a minimum of 5 damage every second
The cost of the Chaos Sorcerer was increased to (150 Requisition and 75 Power) from from (150 Requisition / 50 Power).
Increased the build time of the Chaos Sorcerer from 20 seconds to 40 seconds
Increased the hitpoints of the Chaos Sorcerer from 800 to 1000
Chaos Lord
Reduced the damage the Plasma Pistol does to Vehicle Low by 35%
Reduced the damage the Plasma Pistol does to Monster Medium by 35%
Reduced the damage the Plasma Pistol does to Building Low by 50%
Removed the damage penalty from the Daemon Strength ability.
Cultists
Knife penetration versus infantry medium increased from 55 to 84
Knife damage increased by 15%
Grenade Launcher damage versus infantry reduced
Hotkey for Grenade Launcher changed from "G" to "N" to avoid conflict with the Attack Ground hotkey and Squad Leader Upgrade
Raptors
Now have the Flame Thrower heavy weapon upgrade. This flame thrower is considerably more powerful than the typical flame thrower in Dawn of War.
Jumps now cost 2/3 of their maximum charge rather than 1/2.
Reduced the reload time of the Raptor Champion's Power Fist to 1 second (down from 2)
Chaos Space Marines
Standardized Chaos Space Marine Heavy Bolter damage and reload time
Khorne Berserkers
Increased population cost from 2 to 4
Chaos Horrors
Reduced hit points from 700 to 600
Increased the amount of damage to Building Medium by 20%
Increased the amount of damage to Building Low by 50%
Obliterators
Added a movement penalty to the Assault Cannon
Rhinos
Hitpoints increased to 2,000
Armor class improved from Vehicle Low to Vehicle Medium
Improved cooldown, duration, and radius of Smoke Launchers
Defiler
Reduced Chaos Defiler's penetration against Building High targets from 60 to 45
Predator
Chaos Predator power cost increased by 30 power
Chaos Armory
Chaos Heavy Weapons research has been restored
Increases the number of Heavy Bolters a Chaos Marine squad can equip from 2 to 4
Increases the number of heavy weapons a Cultist squad can equip from 3 to 5
Increases the number of flamers that a Raptor squad can equip from 2 to 4
Increased cost of Furious Charge from (50 Requisition / 25 Power) to (50 Requisition / 60 Power)
Increased the cost of Chaos Plasma Pistol research from (50 Requisition / 20 Power) to (50 Requisition / 30 Power)
Furious Charge
Increased Chaos Marine and Cultist's melee damage bonus from 15% to 25%
Increased the movement speed bonus for Cultists, Chaos Marines, Raptors and all Champions by 20%.
increased from 50 req/25 power to 50 req/60 power.
Furious Charge moved to Tier 2
Purge the Weak
Doubles the health of Aspiring Champions and Raptor Champions
Changes the armor type of Champions from Heavy Medium to Heavy High
Bestows the Fear Aura ability on Champions - Increases health of all members by 100 hit points
Aspiring Champions and Raptor Champions now only increase squad cap by 1 (down from 2)
Orks
Mek Boy
Increased the damage of the Mek Boy's Mega Blaster
Mek Boy should not break morale so easily now
Mega Armored Nobz
Dramatically reduced the amount of damage the Power Claw does to Vehicle High armor
Mega-Armored Nobz should not break morale so easily now
Sluggas
Reduced the build time of the Slugga Boy from 5 seconds to 4, reinforce time remains the same
Shootaboyz
Build time increased from 5.5 seconds to 6.5 seconds
Stormboyz
Reduced the population requirement for Stormboyz from 40 to 30
Reduced the amount of damage Stormboyz do to Vehicle Low
Reduced Stormboy melee damage vs. building low by 10%
Speed Boost now a research at the Pile O' Gunz for 50 Requisition/50 Power and 30 seconds, requiring Pile O' Gunz and 30 pop
Stormboyz can once again use Stikkbombs, requires the Pile O' Gunz
Tankbustaz
Damage against Vehicle Low and Vehicle Medium increased by 15
Tankbusta cost reduced to 50 requisition 10 power
Tankbusta hit points increased from 360 to 400
Tankbusta's armor type upgraded from Infantry High to Infantry Heavy Medium
Tankbustaz now come with a minimum squad number of 3 and a maximum squad number of 5
Accuracy on the move penalty increased to 0.25 from 0.075
Trukks
Reduced Big Shoota damage by 10%
Killa Kanz
Increased the accuracy of the Big Shoota to 70%
Squiggoth
Increased the Zzzap Gun's damage against most armor types
Decreased the damage of the Big Shootas against vehicle and building armor
HQ
Increased initial Waaagh! resource generation
Ork level 1 Mob Bonus no longer stacks
Thermal Generator
Orks no longer require a Banner for a Thermal Generator
Waaagh! Banners
Increased the hit points and attack power of the Ork Waaagh! Banners by 25%.
Eldar
Farseer
Guide now gives a 30% bonus to accuracy as opposed to 3000%
Reduced Psychic Storm damage to Infantry Medium from 90 to 75
Reduced Psychic Storm damage to Commanders from 100 to 80
Guardians
Eldar Guardian melee damage against Infantry High increased
Rangers
Rangers now have a squad cap limit of 1
Rangers now start with 5 squad members
Ranger build cost and reinforce cost has been reduced to 40 Requisition
Ranger Long Rifle now scales more dramatically with upgrades
Banshees
Morale Armor reduced to be in line with other units
Reduced Banshee damage versus Building Low and Building Medium targets
Reapers
Accuracy penalty while moving increased
Reduced hit points from 400 to 360.
Fire Dragons
Reduced damage against Building Low and Building Medium targets by 25%
Warp Spiders
Warp Spider damage decreased by 10%
Falcon Grav Tanks
Starcannon now does more damage to infantry targets
Vypers
Missile launcher is now the default weapon
Fixed Vyper rockets so that they will hit their targets properly
The Vyper Missile Launcher now has a knockdown effect that can be used to disrupt enemy infantry
Hit points increased to 1200
Armor class increased from Vehicle Low to Vehicle Medium
Wraithlords
Reduced melee penetration versus Building High from 26 to 20.
The Wraithlord's brightlance damage was reduced by 25% against vehicles and buildings.
Fire Prisms
Support Cap increased from 3 to 4
Listening Post
Increased the accuracy of the Eldar Fully Upgraded Listening Post Brightlance from 0.7 to 1.0
Thermal generator
Increase the build time of Eldar Thermal Generator from 45 seconds to 60 seconds
Imperial Guard
Tech Priest
Engineer Axe - Minimum Damage 1
Command Squad
Reduced melee damage of Command Squad versus Building Low armor by 30%
Uncommon Valor research now adds 100 hitpoints to each member of the Command Squad
Command Squad General
Increased ranged damage accuracy penalty while moving
Increased cost from (120 Requisition / 15 Power) to (120 Requisition / 25 Power)
Imperial General Power Gauntlet - Minimum Damage 1
Commissar
Now adds 200 morale to a squad rather than making a squad immune to morale damage
Increased build time from 20 to 25 seconds
Priest
Reduced the frequency of the Priest's synch kills
Priest Chainsword - Minimum Damage 1
Priest Eviscerator - Minimum Damage 1
Psyker
Increased the hitpoints of the Psyker and Command Squad Psyker by 100
Reduced the cost of the Telepathica Temple from (100 Requisition / 30) to (75 Requisition / 20)
Reduced cost of Command Squad Psyker from (100 Requisition / 100 Power) to (100 Requisition / 50 Power)
Reduced time of Command Squad Psyker from 55 seconds to 35 seconds
Now have a new ability known as Curse of the Machine Spirits. This ability changes the target vehicle's armor from vehicle armor to infantry armor and shuts off the vehicle's weapons for the duration of the ability.
Psyker Spike - Minimum Damage 1
Vindicare Assassin
Reduced the build time of the Vindicare Temple add-on from 20 seconds to 15 seconds
Increased the damage of the Exitus Rifle from 800 to 1200
Assassin Exitus Pistol - Minimum Damage 1
Guardsmen
Reduced armor from 120 to 100, hit points have been increased to compensate
Increased build time from 4 seconds to 5 seconds
Added a 1 second setup time to the Guardsmen Grenade Launcher
Hotkey for Grenade Launcher changed from "G" to "N" to avoid conflict with the Attack Ground hotkey and Squad Leader Upgrade
Added a 20% accuracy penalty while moving to the Guardsmen Lasgun
Decreased Plasma Gun penetration versus Building Low targets from 35 to 25
Guardsmen Knife - Minimum Damage 1
Kasrkins
Reduced damage of Kasrkin's Grenade Launcher by 30%
Reduced damage of Kasrkin's Plasma Gun by 50%
Weapon specialization now effects the Kasrkin's grenade launcher and plasma gun
Kasrkin Knife - Minimum Damage 1
Hellhounds
Fixed a bug that would cause the Hellhound to do perpetual damage to units even when no longer attacking that unit
Hellhound turret rotation speed increased
Basilisk
Fixed a bug that was causing the Basilisk not to fire at units within its maximum range
Basilisk reload-time increased from 4 to 6 seconds
The Basilisk now fires at units within its maximum range
HQ
Reduced resource return on Headquarters from 50% to 40%
Infantry Command
Increased build time of Infantry Command structure from 30 seconds to 36 seconds
Tactical Control
Increased cost of Weapon Specialization from (100 requisition / 25 power) to (100 requisition / 100 power)
Increased the research time of Weapon Specialization from 30 seconds to 45 seconds
Weapon Specialization now affects the Kasrkin Grenade Launcher and the Kasrkin Plasma Gun
Thermal Generator
Fixed power gift of Thermal Plasma Generator
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