Warhammer 40,000: Dawn of War - Definitive Edition counts among the most celebrated remakes in recent memory, receiving regular patches since its release in August 2025. This article gathers all the details regarding the strategy game’s latest patches alongside what we know about its 2026 update roadmap.
You’ll find the full patch notes for the latest Dawn of War - Definitive Edition update alongside the dates of its previous patches, so you can get a clear picture of how the strategy game has evolved since release.
Warhammer 40,000: Dawn of War - Definitive Edition Latest Patch Notes - 2.9.0 Update
Although developer Relic Entertainment hasn’t provided a clear 2026 update roadmap thus far, Warhammer 40,000: Dawn of War - Definitive Edition has been receiving regular patches since launch.
Its latest, the 2.9.0 update, focuses on improving multiplayer balance in the later stages of matches. It went live on June 23, 2026, and you can read its full patch notes below:
Multiplayer Balance
Chaos
For Chaos, we’re making some minor tweaks to vehicles as well as buffing the Daemon Prince so that it can have more impact in the late game.
The Defiler changes in update 2.8.0 were too harsh. It will get back its Area of Effect but will have reduced damage, morale damage, and knockback force.
We’re also making the Chaos Space Marines take less time to recover from the morale break status to improve their performance in some matchups. Chaos Space Marines
- Morale required to remove morale break status reduced from 150 to 100
Chaos Vehicles
- Now have the same bonus from heavy cover as the vehicles from all other factions
- Ranged damage received while in heavy cover reduced from 80% to 75%
Defiler
- Battlecannon Area of Effect increased from 3 to 4
- Battlecannon damage, morale damage and knockback force decreased by 25%
Daemon Prince
- Base regeneration rate increased from 4hp/s to 6hp/s
- Damage against Vehicle High (Relic Vehicles and a few heavily armored vehicles like the Killa Kan, Baneblade and the Dais of Destruction) and Daemon High (Relic units other than vehicles and the Daemon Prince) increased by 50%
- Daemon Roar ability radius increased from 10 to 15
- Daemon Roar ability cooldown increased from 60s to 100s
- Daemonic Strength ability cooldown reduced from 200s to 150s (This ability is the same for the Chaos Lord which is also affected)
Sacrificial Circle
- Symbol of chaos research time reduced from 70s to 60s
- Daemonic Strength research time reduced from 80s to 50s
Obliterators
- Teleport time reduced from 5s/5s to 2.5s/2.5s to teleport/become mobile again
Chaos Energies
- New: Now gives +1500 health to the Daemon Prince
- Chaos Predator health bonus from +1000 to +1300
Possessed Space Marines
- Reinforce cost reduced from 65/30 to 60/25
- Squad Cost reduced from 260/120 to 240/100
- Daemonic Fire morale dps decreased from 30 to 20
Chaos Predator
- Base damage of starting weapons (autocannon and heavy bolters) increased by 10%
Dark Eldar
Dark Eldar have been very strong since the last update and are receiving several adjustments to their early game as a result. We’ve also added two new T3 research items to allow for some scaling of infantry damage and health in the latter stages of the game. Reaver Jetbike
- Damage decreased by 10% for all weapons
- Armor Piercing against Commanders increased by 25% for all weapons
- Damage against Infantry Low (all builders except Techpriest Enginseer) further decreased by 20% for all weapons
Warrior Squad
- Health Decreased from 300 to 275
Hellion Squad
- Damage against Infantry Low (all builders except Techpriest Enginseer) decreased by 30% on all weapons for both Hellions and their squad leader
- Damage decreased by 10% on all ranged weapons for both Hellions and their squad leader
Animus Vitae
-
Refresh Time increased from 1s to 1.5s (this affects how often the lifesteal damage triggers) Crucible of Malediction
- Duration decreased from 6s to 5s
- Cooldown increased from 120s to 150s
Incubus
- Reinforce rate increased from 10s to 15s
Wych Squad
- Ranged damage decreased by 20%
- Wych Succubus ranged damage decreased by 20%
- Combat Drugs ability duration decreased from 15s to 12s
Warp Beast Pack
- Beastmaster Tame Warp Beasts ability cooldown decreased from 180s to 120s
- Damage against Building Low (mostly Listening Points, Generators, Turrets and Mine Fields) decreased by 30%
Ravager
- Horrorfex Bomb ability area of effect decreased from 10 to 6
- Horrorfex Bomb ability duration decreased from 15s to 8s
NEW: Improved Wraithbone Battlesuits
- Requirements: Planetary Strike Add-on (T3 HQ), Wraithbone Woven Battlesuits (same slot in Haemonculus’ Laboratory)
- Cost: 100/50, 30 seconds research time
- Scourges health increased by 75
- Wyches health increased by 150
- Warriors health increased by 75
NEW: Improved Soulseeker Ammunition
- Requirements: Planetary Strike Add-on (T3 HQ), Soulseeker Ammunition (same slot in Haemonculus’ Laboratory)
- Cost: 100/50, 40 seconds research time
- Scourge squad Splinter Cannon damage increased by 25%
- Warrior squad Splinter Rifle damage increased by 25%, this includes the Splinter Rifle on the Raider when Warriors are embarked on it.
- Wyches ranged damage increased by 25% ### Eldar We’re continuing to adjust the early game for Eldar with some small nerfs to Rangers and Dark Reapers. We have also adjusted other stages of the game, most notably the Falcon can no longer make two Jumps at full charge, and the Avatar now gives less of a bonus to vehicle population cap.
Dark Reapers and their Exarch now get the same bonus from the Optics research in the Soul Shrine to prevent Exarchs from becoming too weak in the late game. This is also a very slight adjustment to the damage output of a full squad of Dark Reapers with Exarch. Full Scale War Research
- Now requires Mobilize for War instead of Support Portal
Plasma Battery Storage Research
- Now requires Mobilize for War instead of Support Portal
Soul Shrine
- Call of War research time decreased from 45s to 30s
- Wargear: Reinforced Armor and Wargear: Enhanced Reinforced Armor now give the same mass increase to Banshee Exarch as it does to regular Banshees
Listening Shrine
- War Shrine Add-on (LP2) damage increased by 10%
Improved Optics Research
- Dark Reaper Squad: Reaper Launcher damage bonus reduced from 50% to 40%
- Dark Reaper Exarch: Reaper Launcher damage bonus increased from 25% to 40%
Superior Optics Research
- Dark Reaper Squad: Reaper Launcher damage bonus reduced from 50% to 40%
- Dark Reaper Exarch: Reaper Launcher damage bonus increased from 25% to 40%
Rangers
- Build time increased from 40s to 50s
- Long Rifle damage against Infantry Medium (starting units like Guardsmen, Cultists and Guardians) decreased by 10%
- Long Rifle (Tier 2) range increased from 35 to 40 (The weapon Rangers get after Improved Optics is researched)
Dark Reaper Squad
- Health reduced from 450 to 430
Falcon Grav Tank
- Cost of recharging a jump increased from 45s to 60s
- Maximum charge is still 90s - can now store 1.5 jumps when fully charged instead of 2
Avatar
- Vehicle pop cap max increase decreased from 10 to 5
Brightlance Platform
- Damage increase effect on target decreased from 75% to 50%
Shuriken Platform
- Max speed effect multiplier on target changed from 75% to 80%
- Build time decreased from 50s to 30s
Wraithlord
- Brightlance damage against Buildings and Vehicle Air decreased by 20%
Seer Council
- Infantry Population cost increased from 2 to 3
Imperial Guard
For the Imperial Guard we fixed a bug which was introduced in 2.8.0 where some numbers in the Guardsmen Grenade Launcher and the Weapon Specialization research were wrong.
Guardsmen, Ogryn, and Kasrkin have all received buffs to some weapons to compensate for the reduced bonus from Priests. Guardsmen are also getting some knockback force back on their Grenade Launcher to make them a bit more likely to knock down certain units.
We’re making the Hellhound and the Marauder a bit more accessible and giving back some strength to the Basilisk.
Uncommon Valor has now been split into two research items to allow the Command Squad to be expanded in increments instead of a single expensive upgrade, adding two members at once. Guardsmen
- Grenade Launcher knockback increased from 20-30 to 20-35
- Plasma Gun damage increased by 15%
Heavy Weapons Team
- Health regeneration increased from 1 hitpoint per second to 2 hitpoints per second
- Health increased from 650 to 750
Hellhound
- Acceleration time decreased from 2s to 1.5s
Basilisk
- Damage increased by 10%
- Knockback force increased from 28-44 to 30-50
Mechanized Command
- Hellhound Depot cost decreased from 100/50 to 50/25
- Marauder Depot cost decreased from 50/100 to 50/50
Marauder Bomber * * Vehicle population cost decreased from 4 to 3 * Bombing Run: Krak Bombs ability damage against buildings decreased by 30% * Build time decreased from 38s to 30s Ogryn
- Damage of all weapons increased by 15% for Ogryns and their squad leader
Kasrkin
- Damage of all weapons increased by 15% for Kasrkin and their squad leader
Uncommon Valor
- Cost reduced from 100/100 to 50/50
- Research time reduced from 60s to 30s
- Additional Command Squad members reduced from 2 to 1
- Health increase for Command Squad members reduced from 100 to 50
NEW: Dauntless Valor
- Requirements: Uncommon Valor, Battle Command (T2 HQ)
- Cost is set to 50/50
- Research time is set to 30s
- Additional Command Squad members is set to 1
- Health increase for Command Squad members is set to 50
Guardsmen Squad Grenade Launchers
- The Dark Crusade version of the Guardsmen Squad Grenade Launchers as well as the Weapon Specialization Research were mistakenly used as a base for the changes in 2.8.0. This has been fixed. Affected values: Grenade Launchers Max range was 45 instead of 40 and their build time was 20s instead of 14s. Kasrkin gained x2 damage for Plasma Guns and x1.5 damage for Grenade Launchers from Weapon Specialization instead of the other way around.
Necrons
Necron Warriors have been given a third upgrade which is available in Tier 3. Necron Warriors are now slightly weaker in the earlier stages of the game but end up stronger in the late game where Necrons currently lack scaling of their units.
Attack Scarabs are now cheaper and have lost some of their damage in return for more health and other changes. They should now be better at performing their niche role as anti-air units.
Other notable changes include the cost increase of Flayed Ones to make them less spammable and Tomb Spyders now having a cost of 5 corpses instead of 4 to summon a squad of Necron Warriors. This makes it harder to circumvent their scaling buildtime cost and fill out the infantry cap with just Necron Warriors. Necron Warriors
- Gauss Flayer damage against Building Low (mostly Listening Points, Generators, Turrets and Mine Fields) decreased by 10%
Disruption Field
- Necron Warriors Gauss Flayer damage increase reduced from 30% to 23%
- Cost reduced from 200 to 175 power
- Research time decreased from 80s to 70s
Enhanced Disruption Field
- Necron Warriors Gauss Flayer damage increase reduced from 35% to 30%
- Necron Warriors bonus health decreased from 290 to 170 (Health after upgrade decreased from 870 to 750 )
- Necron Warriors Gauss Flayer range increase reduced from 4 to 3 (range after upgrade is 20 instead of 21)
NEW: Superior Disruption Field
- Requires: Enhanced Disruption Field, Engaged Monolith
- Energy cost is set to 225
- Research time is set to 80 seconds
- Necron Warriors Gauss Flayer damage increased by 25%
- Necron Warriors health increased by 175 (925 is the new max hp up from 870)
- Necron Warriors Gauss Flayer range increased by 3 (23 at maxed upgrades instead of 21)
Flayed Ones
- Squad cost increased from 120 power to 130 power
- Reinforce cost increased from 30 power to 35 power
Immortals
-
Ranged damage against Vehicle Low (lightly armoured vehicles like Sentinel, Land Speeder and Reaver Jetbike) decreased by 15% Pariahs
- Reinforce time decreased from 20s to 18s
- Infantry Cap cost decreased from 4 to 3
Tomb Spyder
- Corpses consumed to spawn Necron Warriors increased from 4 to 5
- Spawn Attack Scarabs ability has the following changes:
- Health cost for the Tomb Spyder decreased from 30% to 25%
- Cost decreased from 125 power to 75 power
- Cooldown increased from 10s to 45s
Attack Scarabs
- Reinforce cost decreased from 20 power to 15 power
- Reinforce time increased from 3s to 10s
- Health increased from 95 to 150
- Damage decreased by 40%
- Sight Radius increased from 25 to 35
- Vehicle population cost increased from 1 to 2
Lord Destroyer
- Health increased from 1750 to 2000
- Stasis Field ability cast range decreased from 30 to 25
- Stasis Field duration reduced from 30s to 20s
Orks
Orks have struggled a bit in the early game in some matchups after update 2.8.0. However, in this update we are adjusting some of their tougher matchups and their late game. As such, we are holding off on more changes to the Orks early game for now.
The Fighta-Bomma Grot Bomb is now less dangerous to face and Slugga Boy Squads are now slower to build after they become free due to the More Sluggas research. They also have less health after their second health upgrade to make the green tide less hopeless to face in the late game.
The Killa Kan Rokkit Launcha upgrade should now be more worthwhile and the Squiggoth is now less sluggish while turning. Super ‘Eavy Boy Armor
- Slugga Boyz health bonus from +33% to +25%
More Sluggas Research
- NEW: Slugga Boy Squad build time increased from 18s to 27s after this research
Squiggoth
- Rotation speed increased from 30 to 50.
Killa Kan
- Rokkit Launcha accuracy increased from 60% to 75% (a 25% increase in damage per second)
- Rokkit Launcha cost decreased from 120/60 to 80/60
Fighta-Bomma
- Ork Grot Bomb damage, morale damage and knockback force decreased by 20%
- Health decreased from 2750 to 2350
Sisters of Battle
The Sisters of Battle have also had a stronger early game than intended after the last update. We are making multiple changes to address this while also fixing some underlying bugs and other issues with the faction.
Battle Sisters are facing some larger changes - we’ve increased their starting squad size by one and raised their cost accordingly. Their build time and reinforce time has been increased to slow down the timings for massing them. The damage from Phosphor Grenades has also been reduced, especially against lighter infantry like Guardsmen.
We’ve also reduced the early game Faith income to limit how often Missionaries and Canoness can use their abilities in the early game. The Canoness has also seen some changes to her Act of Faith abilities - Purifying Light has lower duration while Ascension has been improved to make the Avenging Angels more worthwhile.
Finally, the Inferno turret and the weapons of the Listening Posts now have an area of effect which matches the visuals of the flames. In return, they are losing a large part of their damage and morale damage to compensate. Ecclesiarchal Chapel (Headquarter)
- Faith income reduced from 1 to 0.75
Inferno Turret
- Twin-Linked Inferno Cannons area of effect increased from 3.5 to 5
- Twin-Linked Inferno Cannons damage reduced by 50% except against Commanders and Vehicle Low (lightly armoured vehicles like Sentinel, Land Speeder and Reaver Jetbike)
- Morale damage decreased by 30%
Listening Post
- The following changes apply to both the Inferno Cannon and the upgraded Inferno Cannon
- Area of Effect increased from 3.5 to 5
- Damage reduced by 50% except against Commanders and Vehicle Low (lightly armoured vehicles like Sentinel, Land Speeder and Reaver Jetbike)
- Morale damage decreased by 30%
Shrine of the Living Saint
- Health increased from 1500 to 3000
Manufactorum
- Conflagration research time decreased from 45s to 30s
- Conflagration cost decreased from 100/75 to 75/50
Sisters Repentia
- Righteous Fervor health degeneration effect decreased from 8 health per second to 5 health per second
Battle Sister Squad
- Starting members from 4 to 5
- Build cost from 140/0 to 175/0
- Build time from 16s to 22s
- Reinforce time from 6s to 8s
- Phosphor Grenades ability damage over time decreased from 8 to 7
- Phosphor Grenades armor piercing against Infantry Medium (starting units like Guardsmen, Cultists and Guardians) decreased from 90% to 70% (both damage over time and grenade damage)
- Veteran Superior damage boost to squad members decreased from 30% to 20%
Canoness
- Faith income reduced from 2 to 1.75
- Act of Faith: Ascension ability cost decreased from 85 Faith to 70 Faith
- Act of Faith: Ascension ability duration increased from 30s to 40s
- Act of Faith: Purifying Light duration decreased from 20s to 12s
- Act of Faith: Purifying Light cooldown decreased from 180s to 150s
Act of Faith: Ascension Research
- Cost changed from 100/100 to 125/50
Avenging Angel
- Max speed increased from 20 to 28
- Damage against Daemons/Monsters increased by 25%
-
Damage against Vehicle High (Relic Vehicles and a few heavily armored vehicles like the Killa Kan, Baneblade and the Dais of Destruction) increased by 50% Purgatus Mine Field
- Cost increased from 25/25 to 35/35
Immolator
- Twin Heavy Flamer morale damage decreased by 20%
- Conflagration ability now also deals damage to Commanders, armor piercing set to 50% against Commanders (This ability has 100% armor piercing against infantry so Commanders will take half that damage)
Exorcist
- Damage, morale damage and knockback force decreased by 20%
- Sisters Repentia Mistress
- Bugfix: Sisters Repentia Mistress was not targeted by the Wargear: Blessed Armor and Wargear: Sacrosanct Armor research due to it targeting a Mistress file not in use instead of the correct one. This has now been resolved.
Rhino Transport
- Bugfix: Max limit for Rhino Transport wasn’t applying correctly. It now has a proper unit limit of 3 in game. ### Space Marines After update 2.8.0, Space Marines are no longer one of the weaker factions in the game. We’re now focused on adjustments to their mid and late game.
The Chaplain is now cheaper and faster to build while reducing the impact of its healing aura. This should let Space Marines build the unit faster in early T2 when it is really needed while also reducing the strength of its healing which together with heavy cover and Rhino Smoke Launcher made Space Marines incredibly durable. Smoke Launchers have also been adjusted to make T2.5 Space Marines a bit easier to deal with.
Orbital Bombardment is now less likely to wipe out buildings like the Necron generators and the Ork Banners on its own – this makes it less of a game ender when used successfully on clusters of buildings.
The Twin-Linked Lascannon of the Dreadnought should now be worth upgrading to and the Furious Charge of the Grey Knights should now knock away their opponents a more reasonable distance. Assault Space Marines
-
Melta bomb ability damage against buildings reduced by 15% Space Marine Squad
-
Sergeant reinforce time decreased from 30s to 25s
Armory
- Wargear: Bionics lvl 2 research time decreased from 40s to 30s
- Wargear: Enhanced Target Finders research time decreased from 35s to 30s
- Wargear: Enhanced Target Finders bonus to Space Marines Bolter damage increased from 12% to 20%
Grey Knights
- Furious Charge ability knockback force reduced from 60-80 to 40-60
Dreadnought
- Twin-Linked Lascannon damage against Vehicle Medium (most normal vehicles like Dreadnaughts, Predators and Destroyers) increased by 80%
- Twin-Linked Lascannon damage against Vehicle High (Relic Vehicles and a few heavily armored vehicles like the Killa Kan, Baneblade and the Dais of Destruction) increased by 200%
Force Commander
- Orbital Bombardment damage against Building Low (mostly Listening Points, Generators, Turrets and Mine Fields) decreased by 30%
Rhino
- Smoke Launchers morale and ranged damage reduction decreased from 50% to 40%
- Smoke Launchers duration decreased from 30s to 20s
Chaplain
- Cost decreased from 260/50 to 225/50
- Build time decreased from 57s to 45s
- Demoralizing Shout ability duration decreased from 15s to 12s
- Chaplain Healing Aura health regeneration multiplier decreased from 4 to 3
- Chaplain Healing Aura morale regeneration multiplier decreased from 3 to 2
Terminators and Assault Terminators
- Teleport time decreased from 5s/5s to 2.5s/2.5s to teleport/become mobile again. ### Tau We fixed a major bug with the missile projectile of the Skyray Missile Gunship and the XV88 Broadside Battlesuit. They should now be able to hit targets based on the weapon’s accuracy and not miss because a unit moved slightly to the side. To compensate, they’ve lost some of their damage since they turned out to be a lot more effective with this bug fixed. We’ve also adjusted several other Tau vehicles. The Devilfish is now less deadly, the Barracuda deals less damage to commanders and the Drone Squad is now cheaper to build and reinforce.
The Greater Knarlock is now slightly greater than it used to be with better movement and rotation speed making it easier for it to get into the fight. The Krootox has seen similar improvements while losing some of its damage against buildings.
Finally, Fire Warriors now get less range from the Targeting Optics research which should make them a bit easier to deal with. Full Scale War Research
- Now requires Kauyon Command Post or Mont’ka Command Post
Plasma Battery Storage Research
- Now requires Kauyon Command Post or Mont’ka Command Post
Vespid Stingwing Strain
- Damage against Infantry Medium (starting units like Guardsmen, Cultists and Guardians) decreased by 10% on all weapons for Vespids and their squad leader
XV15 Stealth Team
- Stealth Team Fusion Blaster and Shas’vre Fusion Blaster damage against Commanders decreased by 25%
- EMP Grenade ability area of effect decreased from 10 to 5
Fire Warrior Team
- Shas’ui Photon Grenade ability damage increased from 45 to 65
Listening Post
- Fortified Position Add-on (LP2) damage increased by 10%
Drone Squad
- Build cost decreased from 105/195 to 105/150
- Reinforce cost decreased from 40/75 to 40/55
-
Reinforce time decreased from 20s to 15s Barracuda
- Damage against Commanders decreased by 50%
Devilfish
- Damage reduced by 20% for all weapons
Targeting Optics
- Fire Warrior Team Pulse Rifles and Shas’ui Pulse Carbine range bonus decreased from +10 to +5 (from 50 max range to 45 max range in combination with Advanced Pulse Rifles)
- Research time increased from 25s to 40s
Krootox
- Max speed increased from 16 to 20
- Rotation rate increased from 80 to 100
- Melee damage against buildings reduced by 20%
Greater Knarlock
- Max speed increased from 16 to 20
- Rotation rate increased from 40 to 60
XV8 Crisis Battlesuit
- Health regeneration increased from 1 hitpoint per second to 3 hitpoints per second
XV88 Broadside Battlesuit
- Health regeneration increased from 1 hitpoint per second to 3 hitpoints per second
- Missile pods damage decreased by 10%
- Missile pods damage against Infantry Medium (starting units like Guardsmen, Cultists and Guardians) further decreased by 20%
Skyray Missile Gunship
- Damage decreased by 30%
- Damage against Commanders further decreased by 40%
- Knockback changed from 20-50 to 25-40
Skyray and Broadside Battlesuit
- Bugfix: The projectile tau_smart_missile which is used by the Skyray and Broadside Battlesuit lacked a value for Rotation Speed which made the missile weapons of these units unable to track enemy units. Any unit which moved sideways was missed 100% of the time. Rotation Speed is now set to 20 like for the other Tau missile projectiles for the Tau Commander and the Barracuda.
Targeting Optics
- Bugfix: Targeting Optics now correctly increases the sight radius of the Shas’Vre by 10 (Squad leader of the XV15 Stealth Team)
Bug Fixes & Additional Changes
In addition to the above balance changes, the following improvements have been added to the game. Please continue to send reports and feedback to help.relic.com so that we can prioritize issues in our next updates.
General
- Controls – Added a new option for Modern Group Selection that enables updated functionality for Control groups.
- Ctrl+N - Assign current selection to group N (unchanged)
- Shift+N: Add current selection to group N
- Alt+N: Remove current selection from group N
- Camera – In unmodded Automatch the maximum camera distance is locked to 55m and loose file mods will no longer change it. Mods will continue to work as previous in modded Automatch, custom games, skirmish, and campaigns.
- Automatch Maps
- Added Deadly Archeology (Definitive Edition) 2p to the matchmaking map pool
- Removed Emerald River 2p from the pool
- Maps – Fixed an issue that could cause black voids to appear at the edge of maps from certain camera angles
- Shadows – Fixed shadows disappearing when the casting object is off the screen
- Reporting – Added additional logging for crashes that occur on start-up. If encountered, please wait until the BugSplat report is fully uploaded to see if there is a message that includes potential fix suggestions
Gameplay
- Save/Load - Fixed an error that would cause incorrect units to be loaded into the Honor Guard when using a save file from a previous patch. Units now save by squad name instead of squad ID to prevent future errors
- Melee Attacks – While unable to move, rooted units now switch to melee attacks if there is an enemy within melee range
- Projectiles – Abilities that fire projectiles now keep the unit busy until at least one projectile is fired to prevent issues where a unit could start casting at a target at the limit of its range, then have the ability cancel without a refund if the target moved out of range before the cast completed
- Projectiles – Abilities that fire projectiles at a targeted squad now have random offset applied to each projectile and fire at the target’s current position if the target is still in range rather than only firing at the location when the cast began
- Pathing – Single unit squads / commanders now correctly load into transport vehicles
- Winter Assault – Updated Imperial Guard Weapon Specialization upgrade to behave the same as it does in skirmish / later campaigns
- Winter Assault – Fixed an error that caused the difficulty setting to impact the player’s economy in missions where players would swap to a previously A.I.-controlled team
- Dark Crusade – The Honor Guard version of Mega Armored Nobz no longer count against the population cap
- Soulstorm – Fixed cases where loading save files from older versions of the game could be missing reinforcement squads from some territories
- Dark Eldar – Dark Eldar A.I. tuning improved to account for unique builder behavior, so they no longer build duplicate plasma generators and make other poor choices when a building is under construction
- Dark Eldar – Dark Eldar A.I. now uses correct Dark Eldar squad names (instead of Space Marines)
- Dark Eldar – Dark Eldar A.I. players now accumulate Souls at the correct speed with a modifier based on the difficulty setting
- Dark Eldar – Warriors loaded in a Raider now correctly keep improved statistics from Soulseeker ammunition
- Eldar – Soul Shrine light now correctly hides when the Webway Gate Shroud ability is used nearby
- Orcs – Fixed Gretchins becoming stuck when queuing buildings after a minefield
- Sisters of Battle – Added a ‘movement_disabled’ FX to the Canoness melee attack to show the victim is rooted
- Sisters of Battle – Fixed an error that led to having duplicate special units in the Celestian squad when using autobuild
- Sisters of Battle – Sisters of Battle A.I. players now accumulate Faith at the correct speed with a modifier based on the difficulty setting
- Space Marines – Updated Dreadnought Lascannon firing animation to match the reload time
- Space Marines – Added a ‘movement_disabled’ FX to the Force Commander melee attack to show the victim is rooted
- Tau – Tau A.I. now builds the correct units to capture points on Easy difficulty
- Tau – Fire Warrior’s Shield Drone now has the correct requisition costs after the first one
- Tau – Fixed an error that led to having duplicate special units in the Tau Fire Warriors squad when using autobuild
Art
- Team Colors – Clamped team color values to prevent cases where overlapping model parts would cause incorrect colors to be displayed
- Chaos - Updated Listening Post building placement preview to show the correct building preview
- Necron – Updated Monolith building placement preview to show the correct building preview
- Space Marines - Updated Stronghold building placement preview to show the correct building preview
U.I. * Multiplayer – Added additional messaging when currently facing an Automatch suspension / ban that may show additional messaging around the reason and duration of the suspension in the chat * Multiplayer – Fixed missing background on the Lobby Password creation screen * Dawn of War – Removed non-functional map preview from objective screens in the original campaign * Fonts – Font scale functionality at various resolutions now correctly calculates based on vertical resolution * Audio – Audio sliders respond more consistently when adjusting near the ends of sliders * Loading Screens – U.I. elements now have drop shadows / background art to make the text more legible
Mods
- Mod Limits – Increased the limit for modifiers, research, and events that can be loaded to 99. Note that the following templates need to be updated first: event_manager_ext.lua (up to event_99); modifier_table.lua (up to modifier_99) and research_table.lua (up to research_99)
- Complex Parameters – fixed several errors, including crashes, that could occur when a modded unit had complex_upgrades set to true in the ebps_combat_ext
- SCAR – Improved error logging when calling functions on dead objects. Commonly occurring in .ai scripts in various mods
- A.I. – resource_manager:Update() now refreshes what capture points are available for the A.I. to capture
- Tuning – Tuning parameters for entering transport vehicles are now exposed for modding – in tunings.lua under “squad_load”: “load_state_distance” and “move_to_state_radius”
- Logging – Restored functionality of testStats.lua to record match info but now only populates on match end to avoid revealing “Random” faction selections
- Performance – fixed an error that could cause modded U.I. assets to load too many mips
- Debug Console – Text in the console & debug overlays scales more legibly at different aspect ratios
- Leaderboards – Automatch games played with mods are no longer reported as part of the base Automatch results
Warhammer 40,000: Dawn of War - Definitive Edition Roadmap of Updates for 2026
Below, you’ll find the full list of updates, patches, and hotfixes that Warhammer 40,000: Dawn of War - Definitive Edition has received since becoming available for purchase on August 14, 2025:
| Patch Notes | Release Date |
|---|---|
| Hot Fix 2.0.1 | August 19, 2025 |
| 2.1.0 Update | August 27, 2025 |
| 2.1.1 Hot Fix | August 28, 2025 |
| 2.2.0 Update | September 10, 2025 |
| 2.2.1 Hot Fix | September 16, 2025 |
| 2.3.0 Update | October 2, 2025 |
| 2.3.1 Hot Fix | October 3, 2025 |
| 2.4.0 Update | October 21, 2025 |
| 2.5.0 Update | November 20, 2025 |
| 2.5.1 Hot Fix | November 25, 2025 |
| 2.6.0 Update | December 16, 2025 |
| 2.6.1 Hot Fix | December 18, 2025 |
| 2.7.0 Update | February 17, 2026 |
| 2.7.0 Hot Fix | March 11, 2026 |
| 2.8.0 Update | April 27, 2026 |
| 2.9.0 Update | June 23, 2026 |
With Warhammer 40,000: Dawn of War - Definitive Edition’s latest patch notes and roadmap of updates for 2026 covered, drop by our review, for our full thoughts on the game, and our console commands page, if you need an extra hand while purging xenos.
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