DOW4 plans :DoW4’s Development Blueprint
DoW4 is shaping up to build a large-scale, high-density content framework that includes:
-
Combat Presentation:
The strongest in the series — a dynamic, procedural action-RTS combat system.
-
Single-Player Content:
An equipment system, branching missions, and commander-build customization.
-
Faction Design:
Highly asymmetric factions with deeply lore-accurate mechanics unique to each 40K army.
-
Game Scale:
Between 100 to 400+ unit models, aiming for a galaxy-level warfare atmosphere.
-
Technical Foundation:
Rebuilt responsiveness and support for significantly larger on-screen unit counts.
-
Co-op Mode:
A full campaign playable in co-op, with two players sharing control of the same army.
-
Multiplayer Philosophy:
A long-term ecosystem focused on fairness and faction diversity, not forced esports.
-
Mod Support:
Confirmed openness to modding, ensuring long-lasting community-driven longevity.
-
Engine Flexibility:
Unity provides far greater extensibility and creative freedom than AoE4’s current engine limitations.
===========================================================================================
original :
Q: Aside from Warhammer 40K: Dawn of War IV, what was the most recent RTS you played, and what did you like about it?
Jan: Dawn of War 1 – Ultimate Edition. It feels surprisingly similar to DoW4. I also own Stormrise – Collector’s Edition, but haven’t played it yet.
Elliott: Finished Homeworld 3; praised its visual design and the nostalgia it brings from the original game.
Q: What was the biggest lesson learned from Iron Harvest?
Elliott: Balancing impactful animations with responsive unit controls. This has been improved for DoW4.
Jan: RTS games are difficult. We rewrote the Iron Harvest codebase to achieve better performance and more responsive units. Mission lengths now vary, and the engine can support more units on screen simultaneously.
Q: What is the overall vision for DoW4?
Elliott: To capture the excitement of the original Dawn of War; evoke nostalgia similar to classic RTS experiences.
Jan: Aim to stand alongside DoW1 and DoW2. Development is driven by a sincere love for the classic series.
Q: What do you think of the community and its discussions?
Elliott: The community’s excitement is inspiring—please keep sharing your thoughts.
Jan: Passionate feedback is valuable. Time constraints limit what can be done, but some ideas truly help improve the game.
Q: Will story choices in the campaign influence the ending?
Elliott: The campaign narrative is mostly linear; choices affect mission-specific elements and commander selection.
Jan: Some decisions have longer-term consequences, but most are within individual campaign arcs.
Q: How does the co-op campaign work?
Elliott: Both players control the same army—similar to StarCraft II’s Archon mode, rather than separate co-op campaigns.
Q: Do commanders have equipment upgrades?
Jan: Heroes unlock equipment and abilities over the course of the campaign. You can customize their loadouts before each mission, though it costs resources. Strategic abilities remain active once unlocked.
Q: What are the plans for multiplayer and competitive play?
Elliott: Multiplayer is important for longevity. Multiple modes are planned, and the game stays faithful to the Warhammer 40K universe.
Jan: Esports potential depends on the players. The goal is a fair and enjoyable experience, not forcing the game into a competitive mold.
Q: What about long-term balancing and global communication?
Jan: Competitive viability depends on the players; balance helps, but isn’t the ultimate aim.
Elliott: Deep Silver handles global communication and aims to support all regions.
Q: Will there be a dedicated balance team or testing phase?
Jan: Extensive internal testing plus player feedback. Balancing is complicated but essential.
Q: Are there idle animations and voice lines?
Elliott: Yes, including idle animations and voice lines. They may vary depending on the situation in a match.
Q: Are there multiple firing/shooting animations?
Elliott: Combat visuals are still being polished. More details will be shared later.
Q: Will the game display full unit stats?
Elliott: There will be basic stats and tooltips: HP, armor, penetration, experience, veterancy levels, and unit traits.
Q: Are transport vehicles included?
Elliott: No buildable transport units. Each faction has its own unique method of rapid troop movement.
Q: How do you balance player skill and convenience features?
Elliott: RTS games should avoid “brainless” decisions—players of all skill levels should have meaningful choices.
Jan: Micro and macro must be balanced. Convenience options (auto-cast, attack-move box, etc.) help newcomers, but skilled players can still outperform them.
Q: How does the synchronized combat / battle director system work?
Elliott: Context-based procedural animation blending, affected by unit count, enemy size, and other factors.
Jan: Melee “binding” allows dynamic tactics. Early disengage and retreat options enable responsive withdrawal from fights.
Q: Why is there no morale or suppression system?
Elliott: Mechanics must fit faction lore. Morale doesn’t make sense for many units (e.g., Necrons, Terminators).
Jan: Many previous mechanics were removed because they didn’t suit faction themes.
Q: Do weapon loadouts count toward the “100 models” limit?
Elliott: No. The “100+ units” refers to unique models.
Jan: Counting configuration variants, the total could reach around 400.
Q: Will mod support be included?
Elliott: Modding is important. No detailed info yet, but it is planned.
Jan: No further comment available.
Q: Details on the game’s economy (upkeep, point decay, power, asymmetry, Necron specifics)?
Elliott:
– Upkeep affects recruitment resources, optional in skirmish/multiplayer.
– No resource point decay.
– Power works like DoW2: capture points and build generators.
– Faction-specific differences: Orks’ Waaagh!, Necrons gain resources and buffs through territorial expansion.
The economic system has been iterated and refined during development.
Q: How does stealth work?
Elliott: Stealthed units are invisible until they attack or enter detection radius. All units can detect stealth. Faction upgrades may enhance stealth mechanics.
Q: Do units have veterancy levels?
Elliott: Yes. They gain experience through combat, increasing HP, damage, and unlocking abilities. Broadly applies, though some factions emphasize it more.
Q: Are there more units than what was shown in the trailer?
Elliott: Yes.
Jan: Yes—many units are still hidden.