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Warhammer 40K: Dawn of War 2 |OT| FOR THE EMPEROR!!

Hazaro

relies on auto-aim
Decado said:
So any proper expansions coming up for this game? Does it have much of a modding community?
Wondering this too.

I just started on the SP campaign and was wondering if there's anything after this looking forward too besides the new mode coming out.

It's getting a bit repetitive though. I don't want to clear the same map this many times :[
 

dLMN8R

Member
Decado said:
So any proper expansions coming up for this game? Does it have much of a modding community?
They haven't announced anything yet, but I assume that they'll be releasing paid DLC instead of expansions, maybe $10-20 per alternate race campaigns. I'd spend that in an instant, for sure.
 

Shogun

Member
It looked pretty good at the panel. It looks like you will have persistent heroes you can level up over multiple matches. Special bosses every 4 levels. Only one map to start but maybe more with user interest. Can only be played with 3 people, not 2 or 1 with 2 computers. Also has a prestige class system like COD4 you can go for higher and higher point runs by switching out wargear you get as you level for point boosting gear. I really can't wait to try it.
 

K.Jack

Knowledge is power, guard it well
jaask said:
hosed.gif


I hope they do Chaos some justice this time around; a commander specific to each Chaos God, with god specific units included. Screw that Chaos Undivided crap, I want some nasty ass Nurgle Marines.
Leunam said:
I love that graph.

Here's hoping it isn't just Chaos that will be added. How about some Imperial Guard?
IG is coming. Trust me on this.

Chaos had to come ASAP, because it just ain't Warhammer 40k without Chaos.
 

K.Jack

Knowledge is power, guard it well
Expansion pack, sold on disc and as a download. Your choice.
EDIT:
"Oh yeah, and there's a new Dawn of War 2 expansion. We have to keep pretty tight-lipped in this podcast, but all the disgusting details are in our new issue, including a screenshot of a demon riding a robot dog."
Shiiiiiiiiiiiiiiiiiiiiiiiii-
 

Mrbob

Member
And here we go. Hoping for a new single player campaign which can be co-oped with this. I will give Relic all the moneys in the world for more campaign content. DoW2 is so good.
 

K.Jack

Knowledge is power, guard it well
Darklord said:
So Chaos Marines WILL be in it? Fucking awesome.
Check this, a Chaos Rising teaser poster that was emailed to certain people:

CHAOSteaser.jpg


Yes, that is a Chaos Marine, with an axe, on some sort of sled, being pulled by Chaos Hounds. How fucking awesome would that be in Essence Engine 2.0?
 

erpg

GAF parliamentarian
I wonder how this DLC will work? 15, 20 bucks? Small new campaign?

I do believe I'm excited.
 

K.Jack

Knowledge is power, guard it well
Lyphen said:
I wonder how this DLC will work? 15, 20 bucks? Small new campaign?

I do believe I'm excited.
I expect:

Chaos added to multiplayer/skirmish

A new campaign, either played as Chaos, or a new Blood Ravens campaign which finally closes some of the plotholes, many dating back to the original DoW.

Who is the Unknown Primarch?

Original DoW:
The Daemon of Khorne which Gabriel F. Angelos unintentionally released from the Maledictum via the God-Splitter. The Daemon swore to come back for Gabriel and his men. Where is he?

Dark Crusade:
The Blood Ravens lost past.
What Chapter secrets were on Kronus, and what did Thule find, that he swore to take to his grave?
Why was Eliphas the Inheritor, the Chaos Warlord, referring to the Ravens as "kin"?
What does the Inquisition know?

It's time to start giving us some answers.
 

MisterTHQ

THQ Member
Chaos Rising has now been announced on the THQ website

There 20 more singleplayer missions, facing the Chaos Space Marines with either your existing squad (the level cap increases from 20 to 30) or as a new squad which is fully equipped.
You can also equip Chaos-tainted wargear, but this could lead to "dreadful consequences"!

Chaos Space Marines are playable in multiplayer - there will also be new maps and units for the other races too.
 

BeeDog

Member
Awesome, will buy. Will there be more variation in the SP missions, to make side missions more similar to the main "quest" missions? I never play Dawn Of War 2 online since I suck too much at RTS's, but the SP was fun.
 

remz

Member
Awesome, will buy. Will there be more variation in the SP missions, to make side missions more similar to the main "quest" missions? I never play Dawn Of War 2 online since I suck too much at RTS's, but the SP was fun.
Fighting against Chaos as opposed to just Nids or Orks (occasionally eldar) should make for some interesting missions. :eek:

Anyway expansion news is badass. :D
there will also be new maps and units for the other races too.
hope they give eldar some AV that doesn't blow ass. ;-;
 

Darklord

Banned
MisterTHQ said:
Chaos Rising has now been announced on the THQ website

There 20 more singleplayer missions, facing the Chaos Space Marines with either your existing squad (the level cap increases from 20 to 30) or as a new squad which is fully equipped.
You can also equip Chaos-tainted wargear, but this could lead to "dreadful consequences"!

Chaos Space Marines are playable in multiplayer - there will also be new maps and units for the other races too.

I'm kinda bummed the single player is just Space Marines again. I would have liked another race.
 
Kinda sucks that it's only SM, but also the expansions for the original DoW was not all that hot with different races solo campaigns, it was pretty generic. Think it's a bit better this way concentrating on one faction.
 

erpg

GAF parliamentarian
I'm glad it's all Space Marines. They're bad-ass and I would love to have the Blood Ravens story fleshed out a little more. I mean, really, how interesting would a Ork or Tyranid campaign be?

Now, Chaos and Eldar, are cool, sure, but, Relic would have to, again, ask permission from Games Workshop to either create a new faction, or greenlight every story element they'd put into the single player campaign. Probably more trouble than it's worth.
 
Orks are fucking hillarious, you can do some epic awesome story lines with most of the 40K factions.

Problem with Space Marines is that they are overdone now for 25 years, always the main star of a universe with so many different interesting armies.
 

-tetsuo-

Unlimited Capacity
K.Jack said:
I expect:

Chaos added to multiplayer/skirmish

A new campaign, either played as Chaos, or a new Blood Ravens campaign which finally closes some of the plotholes, many dating back to the original DoW.

Who is the Unknown Primarch?

Original DoW:
The Daemon of Khorne which Gabriel F. Angelos unintentionally released from the Maledictum via the God-Splitter. The Daemon swore to come back for Gabriel and his men. Where is he?

Dark Crusade:
The Blood Ravens lost past.
What Chapter secrets were on Kronus, and what did Thule find, that he swore to take to his grave?
Why was Eliphas the Inheritor, the Chaos Warlord, referring to the Ravens as "kin"?
What does the Inquisition know?

It's time to start giving us some answers.

There are books based on the Blood Raven chapter out there now. Might cover some of that?

Lyphen said:
I'm glad it's all Space Marines. They're bad-ass and I would love to have the Blood Ravens story fleshed out a little more. I mean, really, how interesting would a Ork or Tyranid campaign be?

Now, Chaos and Eldar, are cool, sure, but, Relic would have to, again, ask permission from Games Workshop to either create a new faction, or greenlight every story element they'd put into the single player campaign. Probably more trouble than it's worth.

I would kill for an Ork campaign.
 

godhandiscen

There are millions of whiny 5-year olds on Earth, and I AM THEIR KING.
When is Last Stand coming? It is a coop mode in which you control a hero and fights hordes of enemies right?
 
I'm surprised there still hasn't been any gameplay footage of Last Stand, and yet we've already seen some screenshots of the upcoming expansion (which was confirmed after the DLC announcement. Really weird.
 

erpg

GAF parliamentarian
Not entirely DoW2 related, but Warhammer 40K fans should might want to know!

Direct to DVD movie based on the Ultramarines Chapter is in the works.

27 September 2009

INTRODUCING ULTRAMARINES – A WARHAMMER 40,000 MOVIE!

The moment fans have been waiting for is finally here... for the first time, the Warhammer 40,000 universe will be realised in a feature-length movie on DVD.

Ultramarines is a 70-minute sci-fi thriller that will use CGI and state-of-the-art animation production techniques. Games Workshop is delighted to be working with UK-based production company Codex Pictures, who have the momentous task of bringing the Warhammer 40,000 universe to the screen.


Not sure why, but I'm pretty pumped. I gave up on the tabletop years ago, but I've always loved the Grimdark 40K universe. It's so....rough, metal, and badass.
 

Enosh

Member
you don't need more than 70 min to display people/monsters/elves/robots getting maimed and brutaly murdered by 2.5m tall men with giant chainsaw swords while shooting mini rpg-s :D

it's going to be awesome
and gold help Codex Pictures if it won't be, 40k fans are quite rabid
 

Erudite

Member
The Last Stand Patch 1.8 Release Notes are out

===============================
The Last Stand Update 1.8 Release Notes

===============================

New Content

The Last Stand

* Added The Last Stand, a new arcade survival mode where teams of three fight waves of increasingly deadly enemies
* Added new unique wargear, abilities and effects to the three heroes in The Last Stand
* Added The Last Stand leaderboards
* Hero progress is stored online and is associated with a player’s gamertag

Multiplayer Maps

* Added (2p) Quest’s Heresy map
* Added (4p) Hydris Chasm map


Multiplayer Balance Updates

General Balance updates

* The cost of the tier 3 upgrade is now 300 requisition, 150 power up from 200/100
* XP granted for Hormagaunts, Termagants, Sluggas, and Shootas has been brought in line with other tier 1 units
* Flame resistant armor type has been lowered to 25% fire damage mitigation, down from 50%
* Generator health has been increased to 600 from 500, a 20% increase
* All walkers except the Wraithlord had their speed increased from 4 to 4.5 m/s
* All personal teleport abilities now start on cooldown
* Walker charge cooldowns reduced from 8 seconds to 5
* Snipe damage now does 125% to heavy armor
* Melee heroes have had their weapon skill increased to 70 from 60. This will increase their chance to special attack units and reduce their chance of being special attacked. Heroes include: Force Commander, Apothecary, Warboss, Hive Tyrant, Lictor Alpha, Warlock and Farseer.



Eldar Balance Updates

* The Warlock’s immolator blade damage over time is now set to piercing damage
* Telegraph on the Warp Spider Exarch’s mass teleport now displays ~3 seconds before arrival
* The cast times on the Farseer’s Doom, Fortune, and Guide spells have been removed
* Squad plans on rangers removed to correct erratic behavior
* The Eldar Avatar’s Khaine’s Wrath ability no longer damages nob squads that have activated the frenzy ability
* Ranger kinetic shot radius increased from 4 meters to 5.
* Ranger detection range increased from 30m to 40m
* Warlock Immolate and D-Cannon singularity no longer harms invulnerable units
* Aspect of Banshee health bonus increased from 20% to 30%
* Aspect of Banshee cost increased from 75/20 to 100/20
* Shuriken Cannon damage increased from 210 to 300
* Brightlance crew hp increased to 825 from 660
* Warp throw moved to tier 2
* Warp throw cost reduced to 100/30



Ork Balance Updates

* The Mekboys’s electric armor now drains 6 energy/s, increased from 4/s
* Waaagh Shout cost has increased to 20 from 15
* Big stomp works on Spore Mines
* The Looted Tank is now affected by the Entangle ability
* The Kommando’s Luv Da Dakka ability no longer takes them out of infiltrate when used
* Mekboy now has to set up after using the ‘Ave a Taste ability
* The Mekboy can no longer teleport while using the Mega Rumblah ability
* Moved Stikkbommas to T2, Stkikkbommas now deal suppression damage
* Moved Lootas to T1, changed their damage to equal a Space Marine’s Heavy Bolter
* Loota health increased to 250 from 200
* Increased suppression on Deffgun
* Deff Dread rampage no longer has health requirement
* Looted tank cost increased to 400/100 from 350/100
* Nob Frenzy now renders Nobs immune to most types of knockback.
* Stikkbomma stun grenade and stikkbomb range increased to 60 meters
* Stikkbomma stun grenade cooldown increased from 30 seconds to 60 seconds
* Stikkbomma stun grenades now explode on impact
* Stikkbomma stun grenades now no longer require a Bomma kit upgrade
* Stikkbomma stun grenades are now thrown in groups of 4
* Stikkbomma stun grenade cost changed from 20 Waaagh to 10
* Stikkbomma Bomma kit upgrade removed.
* Stikkbomma stikkbomb damage type now deals 150% damage vs heavy armor, up from 125%
* Stikkbomma squad cost changed to 360/20 from 280/30
* Kommando hero shotgun ability changed from pie area-of-effect to circle area-of-effect
* Slugga upgrade changed from 50/15 to 85/20, increases HP by 10%



Space Marine Balance Updates

* Techmarine’s powerful sweep no longer affects retreating units
* Techmarine’s powerful sweep damage increased from 40 to 60
* Scout shotgun knock back ability now causes suppression
* Scout shotgun cost changed to 75/15 from 40/20
* Scout weapon skill increased from 50 to 100
* Damage on the Techmarine’s consecrated bolter has been increased to 60, up from 51
* Damage on the Techmarine’s master crafted bolter has been increased to 65, up from 60
* The Venerable Dreadnought is now affected by the Entangle ability
* Orbital Bombardment no longer effects units that are invulnerable
* Assault Marine health increase on level increase reduced to 10% from 15%
* Tactical Marine health increase on level increase reduced to 10% from 15%
* Plasma gun damage reduced from 90 to 70
* Plasma gun damage vs infantry reduced to .7 from 1
* Plasma pistol damage reduced from 25 to 15
* Missile launcher upgrade time increased from 15 seconds to 30 seconds
* Apothecary Power Axe energy regeneration reduced from 20 to 15
* Apothecary Master-Crafted bolter damage reduced from 75 to 65
* Battlecry now grants knockback immunity in most cases



Tyranid Balance Updates

* Hormagaunts have had their HP and damage decreased 10%
* The Hormagaunt adrenal gland upgrade now grants +1 speed, down from +1.5
* The Hormagaunt adrenal gland upgrade increased in cost to 75/20
* The Hormagaunt weapon skill increased to 55
* The Hormagaunt cost reduced to 270 requisition
* Increased the HP of the Zoanthrope by 25%
* Zoanthrope damage type changed to deal 150% damage to heavy armor
* Zoanthrope accuracy increased to 100%
* Zoanthrope damage decreased to 60 from 80
* Zoanthrope shield absorption ratio changed to 0.3 from 0.2.
* The cost of the Lictor Alpha’s toxic cysts has increased to 120/25, up from 80/20
* The Lictor Elite jump, Toxic Cysts moved to tier 2
* Flesh hook cooldown increased from 40 to 70 seconds
* Barbed Strangler radius has decreased to 6m from 7m
* Termagants’ devourer damage has increased from 7.65 to 8.8
* Termagant Toxin Sac upgrade now increases damage by 45%, up from 35% and increases max health by 10%
* Spore Mines are now affected by mines and burrow traps like ordinary units
* Spore Mines no longer explode when killed by another unit
* Spore Mines are now susceptible to melee attacks
* Spore Mines health decreased from 150 to 120
* Warrior Adrenal gland upgrade reduced from 200/20 to 100/20
* Warrior Adrenal glands now increases their HP by 20%
* The Ravener Corrosive devourer damage increased from 100 to 135
* The Ravener Acid Splatter now affects fire resisting units
* The Ravener Crippling Talon debuff effect increased to 35% from 25%
* Tyranid synapse death now inflicts 14% damage to regular units and 10% to Carnifexes



Improvements

* Optimized sound files to reduce the amount of RAM they consume
* Added additional effects to 6p and 2p Calderis Refinery Maps
* Enabled pathing prediction for walkers and improved the predicted interaction between tanks and walkers
* Users are now able to select Ultra FX fidelity
* General AI improvements involving better resource and economy handling
* Added a readme.txt file for Traditonal Chinese to the root folder



Bug Fixes

* Adrenal glands, aspect of banshee, warrior adrenal glands, crippling poison upgrade and battle equipment stat bonuses should no longer fall off when loading into a hold
* Fixed tooltips for: Luv Da Dakka, Proximity Mines, Warriors, Heavy Flamer on FC Terminator, Carnifex Venom Cannon
* Fixed a positioning bug in 4p Calderis Refinery where players were only able to place one generator at around a specific listening post
* Fixed a bug where melee units would not respond if they were overlapping the melee circle of another melee entity
* Fixed a bug preventing melee units from automatically attacking vehicles when in melee combat
* Fixed a bug causing ranged units to be unresponsive when being attacked by enemy melee units
* Fixed a crash caused by casting an ability after changing squads while the game is paused
* Fixed a crash caused by HTTP request being in progress when HttpRequest object is destroyed
* Fixed a bug involving units standing unresponsive while in melee
* Fixed miscellaneous crashes involving squad combat states
* Fixed a bug causing grenades to fall through craters
* Fixed an issue where the user’s Champion status might not contribute to their “Hail the Champion” achievement
* Fixed bug where units would rarely leap after teleporting units they were engaged in melee with
* Players that drop during the loading screen no longer show up in the post-game summary screen
* Added sound cue when a player drops from a match



Ork Bug Fixes

* Fixed problems with Ork sync kill markers and non-looping sync death animations



Eldar Bug Fixes

* Fixed a bug where the Banshee warshout ability disappeared if all Banshee units were killed except the squad's Exarch
* Removed squad plans on rangers to correct erratic behavior
* Fleet of Foot fires simultaneously between Eldar heroes and regular units when both are selected



Space Marine Bug Fixes

* Fixed a bug where the Dreadnought’s death animation was missing an explosion effect



Tyranid Bug Fixes

* Fixed a sound effect issue with the Ravener’s burrow ability
* Fixed an animation bug involving the Zoanthrope’s warpblast
* Fixed a bug involving the unreliability of the Hive Tyrant’s invulnerability
* Fixed a bug where the Ravener hero’s burrow ability would break if its energy was too low
* Fixed a bug where the Zoanthrope’s warpblast would fire regardless if the unit had line of sight of its target
* Fixed missing sound for Screamer-Killer ability under some conditions

===============================
End of The Last Stand Update 1.8 Release Notes
===============================
 

K.Jack

Knowledge is power, guard it well
It's out tomorrow. I'm liking what I see if these notes. It looks like melee blobs won't be a dominating with this patch.
 

remz

Member
Rangers cover seeking fixed? fuck yeah!

Farseer cast time gone, fuck yeah!

Last Stand, Fuck yeah!

Seems to be a good patch IMO, definetely looking forward to trying out Last Stand as well as the MP
 

Lucius86

Banned
I will get the expansion, as long as its a reasonable price - I only ever buy DoW for the SP campaigns, so it better be as good as the original!
 
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