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Dune: Spice Wars News

Accessibility Update: Out Now



Since Dune: Spice Wars released into Early Access earlier this year we have seen an incredible amount of feedback from players around the world that have helped us to shape and improve the game as we work towards our future full release.

One very common and very important topic that came to our attention whilst reviewing this feedback is that of accessibility.


Within not just Dune: Spice Wars’ community, but the gaming community as a whole, there are a large number of players who would benefit from additional assistance or specialised options within their games in order to make them more accessible.

So with that, we have spent the last few weeks working on improving the overall accessibility of the game so that more players can fully enjoy Dune: Spice Wars as intended.

The Accessibility Update introduces a range of new accessibility options:



  • Colorblind modes (Protanopia, Deuteranopia, Tritanopia)
  • Colorblind correction amount (“Intensity” of the correction)
  • Magnifier (Activate with the ‘P’ key by default, which can be changed, if switched on)
  • Magnifier zoom multiplier
  • Photosensitive mode (details below)
  • Ally/Enemy Overlay (Display your units in Green, your teammates’ in Blue & enemy ones in Red)
  • Overlay colour amount (“Intensity” of the displayed colours)
  • Chat opacity
  • Chat text size
Photosensitive mode details

Removes flashes on:
  • Alerts
  • Movement commands
  • Tutorial highlights
  • Demo & Drones impact explosions
  • Main Bases & Missile Batteries impact explosions
  • Menu icons (when waiting for an action)
  • Events UI icons
  • Capture flags
  • Negative traits
  • Inactive units UI icons
  • Drones Muzzle flash (Corrino & Fremen)
  • Atomics operation
  • Orbital Strike operation
Other changes in Photosensitive mode:
  • No lightning in sandstorms
  • Alerts are less shaky
  • Victory visual effects are less flashy
  • Removes Sardaukar hit effects

Bear in mind that this is just the start of our work to make the game as accessible as possible for our players and we hope to continue to improve on this front going forward.

Other minor changes:
  • Improved localisation accuracy for German Polish and Russian
Thank you to all of our players who have helped us in bringing this update together. Please don’t hesitate to share any feedback you might have on this update or subject with us!

- Shiro Games

House Corrino has arrived on Arrakis...



[Quote] Make way for the royal person!

Emperor Shaddam IV and his loyal House Corrino have arrived on Arrakis and are available to play in Dune: Spice Wars now!

[previewyoutube][/previewyoutube]

HOUSE CORRINO


Imperial House Corrino has ruled the galaxy for ten millennia, and Shaddam IV intends to keep it that way. The situation on Arrakis calls for the direct intervention of the Padishah Emperor, who will use all His wit and the might of His administration to turn the war to His benefit.

Faction Bonuses:
  • Gains Hegemony by paying the Guild Fees
  • Can use Imperial Edict on Landsraad resolutions to switch their scope (if a resolution affects all factions, it will now affect one faction and vice versa)
  • The diplomatic action Imperial Mandate replaces Tribute and is unlocked from the start (House Corrino can lends 2 Sardaukar to another faction earning Solari when they kill other units)
  • +1 free Building slot on Villages
  • +100% Authority cost to annex Villages due to the distance from Main Base
At 5000 Hegemony:
  • Can use Main Base Deployment on Corrino’s and neutral Villages to land a second Main Base
  • Can offer Imperial Favor, once by Landsraad council, as part of a trade (+100 Influence)
At 10 000 Hegemony:
  • +30% Airfield range
  • Missiles attack from 30% further
  • +30 Landsraad Standing when other factions are elected to charters
Councillors:




Wensicia Corrino:
  • Can build some economic buildings twice
  • Increase Solari upkeep on buildings by 20%
Captain Aramsham:
  • Reduces Infantry units costs by 30% and combat stats by 30%
  • Grants 1 additional training slot
Princess Irulan:
  • Can spend Solari to cancel a negative resolution
  • Can use Development Investment on other factions’ villages (Boost production by 20%, House Corrino gains 20% of Village’s total production)
Hasimir Fenring:
  • Can resolve discoveries with Agents anywhere
  • -100% Intel production for enemy agents assigned on House Corrino


Units:




Infantry:
  • Gain +1 Power for each ally Infantry and Ranged Infantry nearby (x5 max)
Ranged Infantry:
  • Gain +1 Power for each ally Infantry and Ranged Infantry nearby (x5 max)
  • Ranged
Incinerator:
  • Attacks deal damage within a frontal cone
  • This unit’s attacks ignore enemy Armor
Sardaukar:
  • Execute enemies under 20% Health
  • Gains +5% executing Health threshold upon killing an enemy for the rest of combat (x5 max)
Artillery Drone:
  • Must be deployed to attack
  • Cannot fire within close range
  • Must reload between shots
  • Ranged attacks deal damages in big area
  • Ranged attacks have 60% chance to destroy Armor


Guild Fees:


  • Collect Spice paid by all Imperial Taxes and Bribes
  • Must pay an expensive fee to the Spacing Guild with the help of the Spice collected
  • +1% Solari production per payed fee (x5 max)


Buildings:


House Corrino doesn’t have access to Maintenance Centers

Propaganda Office:
  • +30% resource production in the village but has an Authority upkeep
Emperor Monument (Main Base):



  • Applies the district bonus 1 more time
  • Ally Villages in the neighbouring regions have +1 instance of the Village’s traits
  • +500 Hegemony per ally Village in neighbouring regions


Spying Operations:


Consolidation:



  • +3 Armor to allies units and structures in the region
Interdiction Zone:



  • Enemies cannot use Carryalls and Airfields in the region
Orbital Strike:

  • Missiles strikes will drop from the orbit targeting units and buildings of the enemies, they lower Armor and deal area of effect damages


Developments:


Economy: Solid Materials (T1):
  • -15% buildings construction costs
  • +25% Health on all buildings
Imperial Taxes (T4):



  • +20 Solari production per faction paying a tax or bribe to House Corrino
  • Gains 2% Spice production of factions paying a tax or bribe to House Corrino
Military: Imperial Protocols (T3):



  • Military units gain +10% Power for each active Imperial Mandate
  • -20% daily Supply drain
  • Regions owned by players in Truce with you do not drain Supply
Imperial Command (T4):



  • +6 Command Points
  • Enemy Airfield in Region with an active operation can be used to land for 5 Influence per unit
  • +2 Power to military units in the same region if there are 6 or more
Statecraft: Outrageous Wealth (T3):



  • +5% unit Power per faction with less CHOAM Shares
  • +5 Influence production per faction with less CHOAM Shares
  • Unlocks the Emperor Monument building
Emperor Eyes (T4):



  • Fills 3 Counter Intelligence slots with unmovable Emperor Eye Agents (This agent cannot be captured & Does not count in the max Agents count)
  • Agents assigned on opposing factions produce +5 Intel
Expansion: Megalopolis (T1):



  • Ally Villages adjacent to House Corrino’s Main Bases get +20% resource production & +20% Militias’ Health
  • Unlocks the Crafts Workshop building
Imperial Administration (T3):
  • +10% resource production to ally Villages with 4 or more buildings of the same type
  • +1 instance of each Village traits
  • Unlocks the Investment Office building


[Quote] In addition to Corrino's timely arrival on Arrakis, we have made a number of changes to the game in order to appropriately accomodate the Padishah Emperor, check out some of the biggest changes below, or head over HERE to check out the full changelist
Economy


Fremen rework of economy:
- Fremen villages:
  • No more Refineries or Spice silos
  • Shai-Hulud Temples are now exclusive to Ramallo
  • -1 building slot in every village

- Fremen Spice harvesting:
  • Harvesting caravans are built at your Main Base, limited by the number of Spice blows in your territory
  • Harvesting caravans can be deployed on your Spice blows to harvest Spice
Introducing the CHOAM Market:
  • Buy and sell shares of the CHOAM on the CHOAM Market
  • New victory condition: Own more than 50% of the CHOAM to win
Hegemony


Balance and rework of hegemony to make it more relevant in multiplayer:

Hegemony breakdown redesign

- Hegemony Victory threshold: 30k => 25k Hegemony
- Increased gains for:
  • Controlled Regionsmap
  • Controlled Special Regions
  • Allied Sietches
  • Held Charters
  • Landsraad Standing:
- No more gain for:
  • Defeating units
  • Paying taxes and bribes (except Corrino)
Military


  • Added a cooldown to thumper usage (only one thumper can be used at a time)
  • Rework and Balancing of Smugglers units
  • Toned Down Infiltrators
  • Toned Down “Ceremonial Caves”
  • New unit: Assassins
  • Smugglers’ Snipers can now be pinned down
  • Kulon Caravans now transport a mobile missile battery instead of a tent
Villages


Village traits rework:

- Villages have 1 => 2 traits

- 4 New village traits:
  • Well Diggers: +5 Water
  • Secret Holders: +20% Data Center production, 1 extra Data Center can be built
  • Youthful Eagerness: +20% Recruitment Office production, 1 extra Recruitment Office can be built
  • Former Soldiers: +1 extra militia slot
Main Base


- District Bonus rework:
  • Senate Envoyees (2 district Statecraft): +100 max Influence => +2 Influence production
  • Political Forum (3 district Statecraft): +2 Standing production => +100 max Influence
  • Insurance Banks (2 district Economy): +10% Solari production => +20 Solari production
  • Economic Lobbies (3 district Economy): +20% CHOAM Share Hegemony gains => +10% Solari production
Spying


- Removed Poison the Reserves
- Removed CHOAM Shares
- New spying missions:
  • Scavenger Team: converts 50% of the Power of dying military units into Solaris
  • Support Intelligence (Atreides): -5% damage received per operation active
  • Toxic Vapors (Harkonnen): Prevent troop regen and -20% daily Army Health
  • Ghost Market (Smugglers): Spawns a Point of Interest stealing 15% of the region’s Spice, solari and Plascrete as long as it’s not resolved
  • Hidden Thumpers (Fremen): Allows riding from and to this zone without paying any Thumper
  • Pillage Raid (Smugglers): Launches a raid of marauders on a selected village
  • Communication Jamming (Smugglers): Blocks all enemy operations on the zone
  • Worm Calling (Fremen): Instantly calls a worm in the region
- Spying missions availability changes:
  • Cease Fire is now Atreides only
  • Crowd Manipulation is now Harkonnen only
- Agents can now be swapped

Developments


- New faction-specific developments: - Developments changes

Diplomacy
Diplomacy has been fully reworked: - Relation level is now binary: Truce or Conflict
- Truce costs Authority to establish. The longer time spent in Conflict, the less Authority Truce cost.
- Aggression is forbidden in Truce, with heavy penalties as punishment
- It is possible to enter Conflict without penalty for a cost of Influence
- Treaties have also been reworked:
  • Treaties are only possible in Truce
  • Treaty now cost influence to set and cancel
  • Treaties now lasts until cancelation
  • New treaties have been added
- Existing treaties have been improved
- Trading interface has been redesigned
Dicoveries
  • Using agents on discoveries now requires owning its region or any neighbouring region
  • Ornithopters can no longer resolve discoveries
  • Discovery collection methods have been changed
  • New discoveries
  • All current discoveries are now accessible without Paracompass
Landsraad


- The first Landsraad Council now always starts at the voting phase, for easier onboarding.
- Imperial Edicts has a small chance to happen randomly during the review phase if the Corrino faction isn’t in the current game

- New resolutions:
  • CHOAM Contracts: All factions gain 50 CHOAM shares
  • Landsraad Witnesses: Spawn 3 Landsraad judges for all factions
  • Military Investigations: -50% military development completion speed
  • War of Assassins: The elected faction gains 2 Assassins
Councillors


  • Mother Ramallo: Unlock the Shai-hulud Temple and causes villages neighbouring Fremen to rebel on their own
AI
  • Overall AI improvements
  • AIs now defend against Rebellions
  • Added most new game mechanics to AI behaviours
Multiplayer
  • Reconnecting during games is now more consistent
  • Allow saving games when not lobby host
  • The lobby list UI has been redesigned
  • The faction choice UI has been redesigned
QOL
  • Double clicking on unit banners now behaves like double clicking a unit model: all units of the same type will be selected
  • Unit banners are now considered when dragging for selection
  • The first Spice village will now always be in the part of the region closest to the main base
  • Added game options for airfield ranges and missile battery ranges to be toggled on at the start of the game
  • Fixed units resetting their movement with every action command, leading to an unresponsive feeling
  • Added deploy/undeploy shortcut for units (G key)
  • Added resupply range indicators (H key)
Audio
  • New alert sounds
  • Added diversity on harvester voice lines
  • New hover sounds on councillors
  • Fixed sounds in tactical view
  • Voices are now enabled in x2 gamespeed
  • New and reworked voice lines
  • New and reworked sound effects
UI
  • New faded warning sign when a sandworm is close to units but they cannot be swallowed (ex: they are on rocks)
  • Display the dynamic cost of shuttle transport on the cursor tip
Bugfixes
  • Fixed Harkonnen Sacrifice bugging missions out after reload
  • Fixed sandworms sometimes not targeting AIs
  • Fixed units loading in T-Pose
  • Fixed Smuggler Drones completely tanking performances because of a leak in its idle FXs
  • Unit engage running animations have been tweaked to better fit with their speed which results in less floaty units during combat (especially ranged ones)
  • Military units tried to move before attacking when they were already in range, resulting in a unresponsive feeling, they are now much more reactive
  • Fixed tons of crashes
  • Fixed a lot of texts
Other
  • New Achievements
  • Update Main Menu and In Game Menu
  • Added Credits
  • New attack projectile generation system to allow for more cinematic projectile generation
  • Landsraad raids during pariah standing are now supported by a “Defence Sabotage” operation, demolition units, and have more supplies
  • The Fremen faction can now take control of Deep Deserts if they own all zones surrounding it once they reach the 5k Hegemony threshold


Thank you all for your support of Dune: Spice Wars since launch, your feedback and suggestions have been invaluable and we can't wait to keep developing this game alongside you all.

Enjoy the new Faction!

and also, if you missed the link above, head over HERE to check out the full changelist

Introducing: House Corrino







Make way for the Royal Person!

His Imperial Majesty, the Padishah Emperor of the Known Universe Shaddam IV, will soon be arriving on Arrakis to settle the question of its supervision once and for all, and He is not happy about having to make the journey.

House Corrino has been at the helm of the Imperium for 10 millenium, balancing the conflicting interests of the CHOAM, the Spacing Guild, and the Great Houses, and they’re not about to lose their grip on the most valuable planet in the universe.

The Emperor brought with him his terrifying legions of Sardaukar, mysterious elite warriors from Salusa Secundus. He’ll have to use them, as well as the full extent of His political acumen and his hold over the CHOAM, to subdue the unruly houses and savage rebels of Arrakis.




Shaddam IV, the 81st Padishah Emperor, has ruled the Corrino Empire for 36 years, after the tragic assassination of his father. After years handling the tumultuous politics of the Landsraad, Shaddam has become an expert at using his opponents’ ambitions against them.

His growing paranoia, fueled by his lack of a male heir and the growing popularity of Duke Leto Atreides, led him to set up the Spice Wars as a way to eliminate any threats to his rule, and assert his domination on the spice trade.




The imperial administration is perfectly crafted to rule a galaxy-wide territory efficiently. At the heart of it lies Shaddam’s court of trusted advisors, mostly composed of family members and long-time associates, whose loyalty and competence could not be questioned.

  • Princess Irulan is the eldest daughter of Shaddam IV. Involved in both the plots of her father and of the Bene Gesserit, she is used to making the best of a bad situation.
  • Wensicia Corrino is the third daughter of Shaddam IV, trained from the youngest age for stewardship. Her independent mind pushes her to seek a more active role in House Corrino’s doings.
  • Captain Aramsham is a proud officer of the Sardaukar, sent on Arrakis during the Spice Wars. Aramsham is an expert at using conscripts as cannon fodder to support Sardaukar legions.
  • Hasimir Fenring is a sharp assassin mentat, one of the deadliest fighters in the imperium and the closest friend of Shaddam IV.




The Emperor has no intention to stay on Arrakis for long. Bringing to Arrakis his royal spaceships, mobile palaces fully equipped to accommodate the imperial administration and act as their centre of operation. And of course, if the need arises, he can call for a second of these juggernauts to descend from the skies towards Arrakis.

The position of Emperor brings a lot of power, but even more crucially, a lot of responsibility. The most critical one being, to keep the Spacing Guild docile. While House Corrino receives a tax or bribe of Spice from most factions on Arrakis, they must in turn pay the Guild’s fees to maintain interstellar travel at an affordable price, not only for their own profit, but also for the benefit of all the great Houses in the imperium.

This duty gives them a lot of leeway to influence the other factions, further reinforced by their ability to lend Sardaukar, to change the Landsraad’s agenda, and to use their connections to manipulate the CHOAM market.




In the last recourse, House Corrino can always rely on its military might to make a reluctant faction fall in line.

It uses large formations of cheap conscripts, and a few elite units specialised in shock tactics, including the formidable Sardaukar. Its armies are renowned for being ruthlessly efficient and leaving no room for error.

  • Infantry are conscript swordsmen. Relatively weak when alone, their mastery of complex formations make them stronger with each ally infantry in their vicinity.
  • Ranged Infantry are conscript riflemen. Like their melee counterparts, they get stronger when surrounded by their allies.
  • Incinerators wield flamethrowers that bring agonising death to even the most armoured opponent.
  • Sardaukar are the infamous elite swordsmen of the Emperor. Originating from the mysterious prison planet Salusa Secundus, the secret of their training and recruitment process is one of the most well-guarded in the imperium. They are as renowned for their legendary fighting ability as for their lack of mercy.
  • Artillery Drones throw high-calibre explosives from a long distance. These dreadful siege machines need to be anchored to sound ground to operate.


[h3]House Corrino will be available in Dune: Spice Wars very soon, keep an eye out for news![/h3]

Gamescom Announcements

Originally posted by author
Hello everybody!

We're extremely happy to finally share with you all of the incredible stuff we’ve been preparing for Gamescom over the last few months!

We hope that you will be as excited about this news as we have been throughout development, and we can't wait to share even more details about what’s to come down the line.

Let's start!







[h4]Dune: Spice Wars | House Corrino[/h4]

As we have already shared with you, the Imperial House Corrino, rulers of the Known Universe for the last ten millennia are finally coming to Arrakis...

The factions on Arrakis have become unruly, and as such, the Padishah Emperor Shaddam IV is left with no choice but to make a rare trip to the desert planet, alongside his feared Sardaukar in order to remind them of his dominion. While he holds a lot of power, he must also be careful to preserve certain essential relationships, most crucially with the Spacing Guild.

Playing as House Corrino, players will experience a very different kind of economy to balance. Tip the scales of spice in your favor by receiving spice taxes or bribes from other factions while paying the Spacing Guild’s fees to maintain interstellar travel at affordable rates and hold the empire together.

House Corrino will join the battle in the next major update, releasing soon.

Stay tuned for news...






https://store.steampowered.com/app/1605220/Dune_Spice_Wars/








[h4]Wartales | The Great Gosenberg | Next Free Major Update[/h4]

We're incredibly excited and proud to present the second free major update for Wartales, The Great Gosenberg, which will bring hours of new content and gameplay!





Gosenberg, our beautiful capital, is a marvellous place, filled with beautiful architecture, the smartest and richest minds in all of the land and host to the most gifted of artists and performers.

This historic city operates today as a central merchants hub, providing opportunities not only to the rich and powerful, but anyone who is savvy enough to dabble in the trades. Beneath the surface however, it seems there is a much more sinister side to this seemingly idyllic city, one that has spent years waiting to be uncovered...

Gosenberg is yours to explore in Wartales this September!


[previewyoutube][/previewyoutube]


https://store.steampowered.com/app/1527950/Wartales/







[h4]Northgard | The Clan of the Eagle[/h4]

Carried by the winds, the agile explorers of Hraesvelg do not need to occupy a large territory, for they will easily venture outside to gather resources...

We're proud to present to you the ninth additional clan of Northgard, the Clan of the Eagle!


[previewyoutube][/previewyoutube]

Their profound knowledge of the terrain and their ability to exploit it to its fullest allow them to survive in the most desert areas. They are led by Grif, the only survivor of an extinct clan...

More details will be shared very soon!




[h4]Northgard | New Campaign Chapter[/h4]

As a long-awaited novelty, we are extremely happy to say that the next chapter of the Northgard campaign is coming...

More details will be released very soon! But at this time we can only share with you some concepts of it. Tell us what you think about them and feel free to speculate in the comments about what we might be seeing in this highly anticipated expansion!






https://store.steampowered.com/app/466560/Northgard/



Originally posted by author
And that's it for our Gamescom announcements and news!

We hope you enjoyed discover them, and are as excited as we are during their development!

More details will be share with you very soon, so stay tuned...

Shiro Games Team.

Community Update #2 Out Now!



Originally posted by author
Hey Everyone!

Community Update #2 is now live!

This update brings a lot of changes to balancing following the various feedback and suggestions provided by the community, as well as notable changes to some well-established systems to give more variation to games. We tried our best to cater to the community's needs and make sure the Dune experience feels better for everyone!

With that out of the way, check out the full list of changes below...





  • Spice tax increases faster overall, your Spice production will no longer be taken into account as much as it previously was
  • The first Spice tax has been decreased in order to compensate for the changes
  • The Fremen now start with 20 units of Spice
  • Not paying the tax as the Fremen now reduces Authority and Intel production, as well as lowering your CHOAM exchange rate



  • Unit models should follow their movements much more efficiently, resulting in a more responsive feeling, but also better handling of units moving at high speeds. They should also change their formation’s direction more efficiently resulting in a more cohesive look
  • Military units now consume less supply at night



  • Stealth units are detected from different ranges depending on the day/night cycle, further during the day and closer during the night.



  • Military units now resupply while in shuttles or worm riding
  • Balanced military unit stats and costs
  • Balanced Command Points: more Command Points at the beginning, less at the end
  • Elite units Command Points cost has been reduced (5 => 4)
  • Nerfed demo unit HP and power, increased the cost for all demo units, including Command Points (3 => 4)
  • For every level gained, units now gain an additional armour point
  • Building health and armour has been increased
  • Missile Batteries and Main Bases now decrease armour
  • Units that are both stealth and melee have a speed bonus while in combat
  • Mercenary upkeep has been increased: 30 => 40 Solari
  • Stealth Drones and Combat Drones’ range have been reduced
  • Harkonnen’s Cerberuses’ effect has been replaced, they now split into three units when they reach 10% HP




  • New UH buildings for Smugglers and Sietch settlement buildings for Fremen that affect allies



  • Villages can now be abandoned if they’re under a rebellion
  • Village trait “Supply Cache” has been removed
  • Construction time for buildings has been increased
  • It takes less time to demolish a building
  • Militia cost more Manpower
  • Fremen Harvesting Tent construction time has been decreased
  • Increased armour for Fremen Harvesting Teams
  • You can now build in devastated villages
  • Missile Batteries are disabled whenever a village has been devastated
  • Freeing a village gives Authority
  • Research Centers upkeep has been increased
  • Reduced the time it takes to use the Atreides’ Peaceful Annexation
  • Harkonnen’s Oppression debuff has been increased: 2 => 3 days



  • Underworld Headquarters are faster to install
  • Reduced the number of Underworld Headquarter building slots available in villages and in Main Bases
  • Underworld Headquarters installation prices have been changed, upkeep no longer costs Solari, it now costs Authority
  • Underworld Headquarter buildings now have a greater Solari upkeep but take half as much time to be built



  • Balanced spying mission speed and cost
  • There are now 4 assassination missions
  • Counter-intel doesn’t give Command Points anymore
  • Agents on CHOAM slots earn more Solari
  • Spying slots in enemy factions are unlocked by completing the first two assassination missions
  • Suk Doctors have been buffed: 2% => 5% extra Knowledge per Infiltration level



  • More information on what is unlocked through the various Infiltration levels
  • Level 2 Infiltration now allows you to see the locations of the faction’s agents
  • Level 3 Infiltration now allows you to see the faction’s unit composition, as well as its operations that are ready to be launched
  • An estimated time until the next Infiltration is reached is now provided
  • Fixed Infiltration so that you have to keep X agents in the slots to remain at Infiltration level X
  • Combat Drugs no longer reduces the unit’s supply and only slightly reduces the unit’s health over time in exchange for higher speed and power
  • Nuke damage has been reduced




  • The development trees have been reorganised



  • “Spying Logistic”, “Stealth Gear” and “Atreides Delegations” have been reworked
  • “Gridex Plane” now gives +10% CHOAM exchange rate
  • “Crew Training Program” now gives +5% Spice production
  • Balanced “Energy Markets” and “Water Trade” (0,4 => 0,2 and 0,2 => 1)
  • “Underworld Contacts” now produces part of a village’s Spice production if it has an Underworld Headquarter
  • “Spice Hegemony” has been reworked (10% Spice gathering rate => 5%, but villages in the same region as an allied Sietch produces +10% resources)
  • “Paracompass” has been nerfed (30% speed/less daily supply drain => 20%)
  • “High Command” gives 1 armour to every unit instead of increasing XP gain
  • “Ground Command” lowers Solari upkeep of military units
  • “Desert Command” now spawns a temporary unit after liberating a village
  • “Diplomatic Maneuvers” has been buffed (5 Solari => 10)
  • “Negotiation Tactics” used to raise Sietch relation, now it increases Solari generation of agents on the CHOAM
  • “Sand Diplomacy” has been buffed (+30% Sietch relation/resources => +50%)
  • “Sand Walk Mastery” has been reworked
  • “Desert Mastery” now gives control of Deep Deserts if it’s surrounded by zones you owned by your faction
  • “Field Work” has been renamed to “Riches of Arrakis”
  • Pillage-related developments have been reworked



  • Influence deficit reduces Landsraad votes instead of making you lose Landsraad standing
  • Command Point deficit now only increases unit Solari upkeep, instead of all upkeep, as well as lowering the units’ power



  • Worms take longer to appear
  • Balanced worm attacks. Military units detect worms faster than harvesters. Ornithopters are even faster at detecting incoming worm attacks



  • All factions start with less Influence
  • Pariah status is extended up to 50 Standing
  • Minor houses have less votes
  • Better balance for “Water Seller Union” > 2 Solari gained instead of 1 per Water
  • Reworked “Architectural Surveys” resolution (now affects Missile Batteries and the Main Base, but both of them have their power lowered instead of not attacking at all)
  • Better balance of “Imperial Intelligence” resolution
  • The Dune Governor win condition time has been slightly increased to allow for 2 Landsraad voting phases
  • Added a reminder whenever a faction has the Dune Governorship charter



  • The Dune Governor charter now increases the Influence cap and produces 2 Influence
  • The Dune Governor charter now has priority over other charters if all conditions for appearing are fulfilled
  • Improved AI voting regarding corruptions and Landsraad access



  • Pillaging villages provide less Solari and cost more Authority to annex the village afterwards
  • Pillaging now takes more time



  • Councillor skills now have names
  • Rabban no longer increases the length of the Oppression ability, and militias now have a power malus
  • Piter de Vries: Stealth Drones and Ornithopters: 1 => 2 Intel gain
  • Iakin Nefud: Combat Drugs Mission cost: -50% => -60% & Unit cost refund on death: 50% => 60%
  • Drisq: Agents no longer all have the Merchant trait but instead Ornithopters move and recon faster
  • Bannerjee: Gain more resources as well as 4 Authority from pillaging
  • Lady Jessica: Force Treaty now actually forces the treaty. The cost in Influence is higher and increases every time you use it with the same faction



  • Improved lobby list



  • New multiplayer mode: “Kanly” ; faster 1v1 game
  • AIso wait longer before replacing a player after a disconnect
  • Allies can see the progression bar of an ally Atreides’ Peaceful Annexation
  • Allies can see Sietches discovered by other allies
  • Allies can see an ally Smugglers’ Underworld Headquarters as well as its buildings
  • Allies can see an ally Fremen’s Sietch settlement as well as its building



  • Deep Deserts and The Desolation are now less harsh
  • 1.2x speed is now available in-game
  • Tier 3 building districts have been changed for the Fremen
  • Main Base districts take less time to be built
  • Added voice lines for harvester orders
  • Reworked game parameters UI to have tooltips and make it easier to extend
  • New Carthag and Sietch Tabr visual effects
  • Chemical grenade visual has been updated



  • Alert sounds rework



  • Fixed crashes when loading a save
  • Fixed units behaviour when attacked from far away (i.e.: Missile Batteries)
  • Fixed cancel resolution not working from client
  • Fix potential server issue when trying to resolve an already resolved discovery
  • Fixed some spying missions counted as "installing an operation" while they didn't provide any
  • Fixed Atreides Merchants displaying incorrect count in Solari production breakdown
  • Fixed special region village Authority cost with Local Dialect Studies
  • Fixed Airfield range not updating when captured by another faction
  • Fixed the harvester death animation if their refinery had been destroyed
  • Fixed texts that referenced Landsraad only displaying the icon and not the name
  • Fixed Recruitment Office construction animation
  • Fixed clickable victory parameter buttons when not in game creator
  • Fixed a sync path to no longer make units do weird back steps, especially with long paths
  • Fixed units behaviour when following other units at short distances, which made them unable to attack while chasing or simply miss their mark
  • Fixed village that could rebel while militia was deployed
  • Fixed Landsraad UI not identifying a resolution with no available choices
  • Fix: Removed factions not eligible to Landsraad from Imperial Audit
  • Fix: Building construction possible in local Sietches without an alliance
  • Fix: Landsraad crash when conceding at the start of the game
  • Fix: Broken developments that were queued and finished from external sources
  • Fix: Intel not getting production bonuses on villages
  • Fix: Block missile batteries on devastated villages
  • Fix: Relation displaying 0 for clients
  • Fix: Alerts bar pushing the rest of the top UI away when there are too many alerts
  • Fix: Sandworms sometimes not showing a roaming FX before attacking
  • Fix: Units in shuttles and worms would not correctly update their recipient zone which could mean that a nuke on a main base could kill units on the other side of the map
  • Fix: Requesting a shuttle now correctly clears all action queues
  • Prevent pressing escape on startup options screen
  • No more idle harvester alert whenever a rebellion is on a village with a harvester
  • Disbanding texts are now normal (unit, village…)
  • Fixed value rounding error in refund dialogs
  • The options screen on first startup cannot be dismissed by pressing Escape
  • Developments aren’t researched further if they’ve been completed using a POI or Spyware while they’re in the research queue
  • Influence doesn’t weigh anything anymore during trades with AIs
  • The Spying tab is now available after finishing a game
  • An AoE attack cannot break a Non-Aggression Pact anymore if the unit belonging to that faction is in the attack zone
  • Better handling of client disconnecting during loading
  • Many typos and localisation issues have also been fixed
  • Known Issue: There are instances of missing or bad translations affecting all languages except English, this will be fixed as soon as possible.


https://store.steampowered.com/app/1605220/Dune_Spice_Wars/