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Dune: Spice Wars News

Conquest Update | Available Now!

Hello Everyone! The Update you've all been waiting for has finally arrived, as Conquest mode is now available in Dune Spice Wars!

Choose your house, chart your course, prepare your strategy and don't underestimate the countless perilous obstacles that may threaten your claim for Dominance over Arrakis...

Conquest mode, new tutorials, resource management updates and countless more changes lie ahead in the biggest update to Dune: Spice Wars yet, check out the full changelist HERE or read on for a summary of what to expect!


[previewyoutube][/previewyoutube]

Conquest Mode


Designed to be highly replayable, challenging and progression driven, Conquest is the campaign fans have been asking for since we released into Early Access at the start of last year.

In Conquest, players take up the control of one of the major houses (Atreides, Harkonnen or Corrino) and fight through a number of unique scenarios and situations that will encourage you to utilize every system at your disposal in order to progress.

You will be able to modify your house with a variety of perks that will result in more interesting ways to tackle the many challenging objectives Conquest throws at you and ensure a unique experience every time you play.

Each Conquest run provides around 10 hours of playtime, with no two runs being alike.



And Conquest mode will also see new missions, environments, scenarios and more added over time!
Tutorials

Added 5 tutorials to learn the basics of the game:
  1. Basic Controls
  2. Exploration
  3. Siege & Expansion
  4. Spice Harvesting
  5. Water & Upkeep
Factions

Changed a number of Harkonnen, Smuggler and Corrino bonuses.

Reworked: Rabban, Feyd-Rautha, Staban, Bannerjee, Lingar, Mother Ramallo, Stilgar, Aramsham, Irulan and Fenring.


Economy
Solari:
  • Balanced all Solari gains and costs
  • Economies are generally tighter with less gigantic productions in late game
  • Economic specialization is less mandatory
  • More focus on Spice
Plascrete and Fuel Cells rework: Plascrete rework:
  • All Plascrete upkeeps have been removed
  • Plascrete factories produce 10 Plascrete and have 20 Solari upkeep
  • Plascrete costs have been changed to accommodate
Fuel Cells rework:
  • Fuel Cells are now a “strategic resource”
  • Fuel Cell Factories can only be built on Geothermal Energy and Great Volcano
  • Refineries, Ornithopters and Airfields no longer cost Fuel Cells
  • Major Buildings now cost Fuel Cells
  • Factions start the game with 0 Fuel Cells



Buildings
  • Every faction now has a new unique Village Building
  • New economic Village Building: Wholesale Market, which produces a small amount of Solari
  • New Major buildings and rework of old ones.
  • Main Base buildings have been slightly streamlined and reworked.
Hegemony
  • Victory is at 30 000 Hegemony.
  • Craft workshop can now be built on any special region, and only on special regions
  • Balancing
Politics
  • All regular Landsraad Standing gains now happen at the end of a Landsraad session
  • Treaties effects have been changed
  • Charters don’t need to be unlocked anymore (only need eligibility)
  • Many new and improved Resolutions
CHOAM Market
  • New bonuses when you own 10% and 30% CHOAM shares
  • New Auto-buy and Auto-sell toggle
Nuclear Silo (New)
  • Nukes have been reworked
  • Nukes now need to be produced in the new “Nuclear Silo” Major Building before being launched
Spying
  • Spying mission balancing
  • New agent slots can be acquired by putting an infiltration cell in their territory with a new operation
  • Added sacrifice and hastened shortcuts for operation quick slots in the right bar
Full Assassination rework:
  • Assassination is a regular mission that can be launched on an opponent’s territory
  • Once the operation is launched, a countdown to assassination appears that both the target and the assassin can interact with
  • New diplomatic action “Guarantee of safety” can be put in a trade to put an end to the current assassination attempt
Units

A number of QoL changes and improvements to overall game feel
Harkonnen:
  • Swapped Cerberus and Executioner tier
  • Cerberus: New model with a more polished behavior and look. The split now triggers once the original unit dies
  • Executioner: Is now an Elite unit, they stack health regen and power with nearby deaths
Fremen:
  • Mobile turret: Can now attack from range in roaming form and can only attack air units once deployed. More polished look and transition between deploy states.
  • Deployable Units:
  • Now have a deployment time.
Assassins:
  • Can no longer attack mechanical units.
Map
  • New Region: Sandfall
  • Improved map generation
UI
  • New developments window
  • Added victory progression cards that spawn when a faction is close to victory
  • Added a “Victory screen” button to the pause menu after finishing a game to view game stats again
Music
  • 9 new tracks
Bug fixes

Many bug fixes, most notable ones:
  • Attacks on buildings can now be shift queued
  • Using the Spice slider will no longer trigger border scroll
  • Fixed unstartable Spying Missions
  • Fixed aggressive units attacking truced players


Thank you all for your patience while we worked on this update, it's been a long time coming but we can assure you, it was worth the wait!

Enjoy the update and stay tuned for news about what's next for Dune: Spice Wars!

- Shiro Games

Dune: Spice Wars | April Development Update



Hello everyone!

It's now been a year since we released into Early Access and a while since we drew back the curtains on how Spice Wars' development is coming along, so in this article we're gonna do exactly that!

Read on for some insights into what's been going on behind the scenes here at Shiro Games, and what you can expect over the coming months in Dune: Spice Wars...


It's been a while since the last update, what's going on?


Well, with all of the support, feedback and help our community has afforded us since launch, we needed to make sure that what we were developing and planning to bring to the game was decided with their expectations, hopes and suggestions firmly in mind.

With that, we have made some adjustments to the development plan, which meant that the next update would be the most significant and substantial one yet (more specific details on that further down the article) and pushed back some of the more "good to have, but not urgent" developments that we originally had in mind.

Obviously, such a change in course can have a bit of a domino effect, as we've seen with the recent lack of updates but we're confident that our community will be thrilled with the result!

So what are we working on at the moment?


Well, quite frankly, a ton of stuff! But for the cliff notes:

Conquest: A brand new campaign!

Development is well underway and it's looking fantastic, we'll have a bunch of stuff to share on this mode very soon, but for now, the small write up in the next section will have to suffice.

Tutorials: Time to learn the ropes!

Players have been requesting a more straightforward introduction to the game and a better explanation of the many systems and mechanics at play since it dropped last year and we're very happy to announce that the game will soon see the introduction of a full set of tutorials that will accomplish exactly this and see new players well on their way to conquering Arrakis in no time!

Here's an early look at the Tutorial menu and a couple of the tutorials you can expect to see upon it's release (there are only 4 at this stage, with more in the works to be ready for the mode's launch)



A new faction: No Spoilers, stay tuned...

Let's round this dry, sandy party out with a brand new sixth faction. But who might it be...?

Game customisation: Play your way!

We're implementing a number of new game customisation options so that players will be able to adjust various different settings before each game, including world hostility, overall difficulty, the amount of taxes they pay, and more...

Heroes of Dune: Hero characters are coming to Dune: Spice Wars!

We're still relatively early in the development process here after the release of conquest was brought forward, but we've got some great ideas and some even more fantastic concepts already fully formed!

--------------------------------------------------------------------------------------------------------------
(Keep in mind that not everything above will be releasing in one update however, this is just a look at what we're either currently working on actively or have in the pipeline right now)

What is Conquest Mode?




Designed to be highly replayable, challenging and progression driven, Conquest will act as Dune: Spice Wars' "campaign".

In Conquest, players will take up the control of one of the major houses and fight through number of unique scenarios and situations that will encourage the player to utilise every system at their disposal in order to progress. As players progress through the mode, they will be able to modify their starting house with a variety of perks and upgrades that will result in more interesting ways to tackle the many challenging objectives Conquest throws at them and ensure a unique experience every time they play.

The goal of this mode is to encourage and reward players for experimenting with different playstyles, allow the player to develop interesting, diverse and unique builds over the course of each of their runs and make full use of the various systems available in Dune: Spice Wars to channel the core themes of the series and immerse the player even further into this rich and iconic universe.

Each Conquest run will provide around 10 hours of playtime, with no two runs being alike and we're happy to share that this update, is coming up next!

How much longer will the game be in Early Access?


Right now, we're at about 70% of what's planned for the game, with the above additions probably rounding that out to about 95% with balancing, map generation improvements and system overhauls also in the works that should bring us to 100% and ultimately, release!

So while there's still a lot of work to do, we're targetting a release out of Early Access towards the latter half of the year and we'll keep you all in the loop on this front as we move through the roadmap!



Don’t hesitate to drop any questions you might have in the discussions and as always, thank you all for your support!

Shiro Games

"Line In The Sand" Community Update | Available Now!



Hey Everyone!

The Line In The Sand update is available now for Dune: Spice Wars!

This update introduces a number of changes, additions and balancing work based around the feedback and suggestions of our players over the last few months, alongside some major additions and improvements we’ve had cooking up since we launched into Early Access last year.

The Line In The Sand update is a substantial update addressing numerous aspects of the game, so let’s check out what you can expect with the full changelist below...


Main Changes
  • Added End Game Statistics
  • Military alerts now appear on the border of the screen pointing in the direction of the crisis
  • Military units can now Hold their Position (With C)
  • Fremen Harvesting Teams can now harvest Spice in neutral territories
  • Map Generation improvements:
    • Main Bases and Deep Desert spawning has changed to make maps that are both more fair and varied
    • Changed Spice spawn to ensure less spiceless starts
  • Military balancing
  • Major performance improvements and optimization
Economy
  • Plascrete factories produce more Plascrete but have a Solari upkeep
  • Harvesters Crew cost less Manpower
  • Balanced starting Ressources
  • Pillage gains nerfed but increased by the number of buildings on the targeted Village
  • UHQ Buildings have no Solari upkeep
  • Nerfed Guild Favor gain from Events and Discoveries
Hegemony
  • No more gain from votes on resolution
  • More gain from paying your spice contract
  • Balanced Hegemony for Small and Large maps
  • Emperor Monument now gives hegemony over time instead of instantly
Military
  • Units now cost more Command Points
  • Auras range increased
  • Rework of Fremen units: They are now specialized in putting debuffs on their opponents
  • Supply:
    • Reworked the Supply system to be easier to read and handle
    • Units regenerate less Supply in occupied villages
  • Units are now divided in two types:
    • Mechanical (Drones, Ships and Frigates)
    • Non-Mechanical (Humanoids)
  • These types lead to the following changes:
    • Atreides Healing drone now only heals non-mechanical units
    • Harkonnen 5K Hegemony bonus now only works upon killing non-mechanical units
    • Harkonnen Combat Drugs and Toxic Vapors now only affect non-mechanical units
    • Harkonnen Sleeper Agents now only procs with non-mechanical units
    • Bannerjee Health regen now only works for non-mechanical units
    • Supply drop now only affects non-mechanical units
  • Demo effects now only apply on their ranged attacks (Wreckers Contamination, Heavy
  • Weapon Squads Disruption…)
  • Harkonnen Stealth Probes only give their buff to nondrones
  • Harkonnen Gunners: Damage ally units → Reduce healing of damaged units by 50%
  • Idle Sleeper Agents and Unchained Cerberus are now aggressive
  • Units firing projectiles are now considered "in combat" as soon as they fire
  • Units with camouflage now lose it upon firing projectiles instead of losing it once the projectile hits
Kraken:
  • Now gains power for each transported units
  • Base power has been rebalanced
Overlord:
  • Stings are now only deployed when the Overlord attacks and are then aggressive towards any enemy
  • When out of combat, the Overlord now retrieves its Stings if they are no longer attacking anyone
  • Stings are considered low priority by missile batteries and main bases
  • Stings are more spread out
  • Stings considered as Drone
  • New ability: Decimation protocol, boosts Stings generation speed and increases damage of nearby drones and stings but damages them over time
Wraith:
  • Damages were based on current Health and did an additional 1 damage per tick, it is now 1% max Health per second as stated
Cronos:
  • New ability: Can be deployed to be used as an airfield
Smugglers Combat Drone rework:
  • The Scavenging Drone gathers loot from the fallen and distributes it to ally units in the form of Power and Armor
Rework of landsraad units:
  • Landsraad guards are melee units that receive reduced damage from low Standing factions. They are granted by a resolution or a development
  • Landsraad Judges are focus range units that deal increased damage to low Standing factions. They can be trained by the holder of “Judge of the Council”
  • Landsraad Punishers are demo units that deal increased damage to Main Bases of low Standing factions. They are granted by a resolution
  • All three units participate in Landsraad Raids against Pariah
Neutral raids:
  • Now move in a more compact group and act in unison. They should no longer separate due to different pathing. They should also be harder to distract from their main target
Gear
New Gear:
  • Free Company: Dual Guns (Becomes ranged)
  • Cerberus: Dual Swords (More damages)
  • Gunners: Gatling Gun (High attack speed, no longer demo)
  • Wreckers: Bazookas (More range)
  • Stealth Probes: Mounted Explosives (Explode on death)
Changes:
  • Incinerators: Better Fuel Pumps: Increased range 30 → 50%, now correctly impact the range of the area damage and changes flames FX accordingly
Villages
New Village traits:
  • Local Sourcing: 20 Solaris production when the village has at least one Building of each type
  • Versatile: +10% production when the village has at least one Building of each type
Buildings
  • Recruitment Office: Produces more Manpower
  • Listening Post: Not stackable anymore, gives +1 Influence even if neighboring more than 1 enemy regions
Main Base
Bazaar:
  • Added a new effect: In a completed district now also gives the district bonus of the previous level of the same type (ex: Bazaar and 2 economic buildings in a level 3 district give both level 3 and level 2 economic district bonus)
Emperor Monument:
  • Doubles every district bonus in the Main Base it’s built in, instead of doubling traits for adjacent villages
Sietches
  • New bonuses when allied
Spying
New Operations:
  • Defense Sabotage (New): Reduce power of enemy missile batteries and Main Base
  • EMP Bomb: Reduce power and speed of enemy mechanical units and missile batteries
  • Defense Breaches: Increase damage taken by enemy Main Base
  • Fremen Sabotage (Fremen only): Reduce enemy power and speed
Removed Operations:
  • Defense Sabotage (Old)
  • Gear Sabotage
  • Sand Cloak (Fremen only)
Other:
  • Changed Missions duration
  • Easy missions don’t cost Solaris anymore
  • Changed some mission difficulty level and cost
  • Supply Drop no longer affects mechanical Units
  • Agent Sacrifice removed from certain Missions (Nukes, Assassinations)
  • Arrakis Diplomacy now also disbands Renegade raids and Rebels. Sietch in the affected region no longer gain relationships, but increased resources from trade
  • Awake the People now boosts Rebels
  • Communication Jamming now removes all active Operations
Developments
Balanced Knowledge generation:
  • District 1 bonus now gives +30% completion speed in the relevant developments, instead of +50%
  • Research Center: now gives +2 knowledge, +20% Knowledge and 20% Research hub upkeep, instead of +3, +30% and 30%
  • Research Hubs: now have 16 solaris upkeep, instead of 10
Regions
New Regions:
  • Space Cruiser Wreck
  • Mountains
Other:
  • Acid lake and Desolation damage now only affects ground units
  • Equatorial Regions can now have 7 Wind
Events
  • Some Events have been reworked to be more involving
Landsraad
  • Landsraad bar with segments (Work In Progress), indicating the different landsraad phases relevant to the player
  • Landsraad button now blinks harder when you have an action available in the landsraad screen.
  • Landsraad UI now displays other Faction's Influence
  • Base max influence is heavily reduced
  • High levels of Landsraad standing now give max influence
  • AI now spend vote and influence by increment of 10, with the same restrictions as the player
Diplomacy
  • Truce now generates 0.2 standing or 1 influence per day for both sides
  • Truces now have a small grace window during which any attack will be ignored for the good of the treaty (this should prevent truces from being instantly canceled when they are enacted in the middle of a fight)
  • Entering a truce did not cancel queued attack actions and the alerts of canceled actions did not target the right entity
  • Political agreement no longer prevents voting for the other side on negative resolutions
  • Abilities with diplomatic restrictions will now cancel themselves when diplomatic statuses change
Councilors
Some councilors have been reworked:
  • Thufir Hawat can Hasten any village building or mission to fasten its installation time. He still gives a second trait to any agent.
  • Duncan Idaho gives the trait Loyal to villages after a peaceful annex which gives many bonuses.
  • Iakin Nefud base cost refund for military units is now 30%. He also prevents units from leveling up, giving a further refund bonus instead.
  • Piter de Vries no longer improves Ornithopters. They still improve the stealth drone. They also give further incentive to put a few agents on faction infiltration.
  • Drisq now has stealth ornithopters, on top of all other bonuses.
  • Staban Tuek gives Solaris through adjacent underworld headquarters, and by resolving discoveries.
  • Mother Ramallo now reduces production on neighboring enemy villages on top of other bonuses.
  • Otheym now reduce damage received by isolated unit, instead of increasing armor
  • Chani’s Incite Rebellion does not prevent Fremen from voting for the targeted resolution anymore.
  • Stilgar produce authority for each spice field within your territory, and increase production in region containing an allied Sietch
  • Wensicia can build 1 more of every village building, but increases upkeep of buildings that are not duplicated.
  • Aramsham reduces all cost and upkeep of Conscript by 25%, but reduces their power and health by 15%. He also gives one recruitment slot.
  • Irulan’s Development investment can now only be used on Villages in Truce. It can be turned on or off, with an upkeep, instead of having to start it again constantly.
AI
  • Reworked the military decisions engine
  • Added unit micro management in combat
  • Fremen AI can now use Worm Riding
  • Small improvements and fixes in general
QoL
  • Added AoE preview on Units
  • Attack orders now continue when the target is dead and units will go to the target's dying position
  • Units with a deploy system now correctly undeploy to move when they are asked to attack out of their range
  • Harvesters now have to wait for the Sandworm attack to be finished to redeploy
  • Improved russian translation with the prepositional plural form
  • Some units using rocket launchers now fire visible missiles
  • Units refund amounts from the Iakin passive are now displayed in the world similarly to looting effects
  • Units now have quotes on certain abilities
Audio
  • Added sound effects to some gear and spying operation.
  • Added voices to unit abilities where it was missing
UI
  • Alerts are a bit bigger, and wiggle more
  • All timed traits now show their duration left in their tooltip
  • Added statuses on Ornithopters that are escorting Harvesters and Units
  • Double clicking a unit portrait in the right bar now selects all units of this type, regardless of whether they are in view, instead of focusing the unit (which can still be done with right click)
  • Transported units portraits can now be interacted with
  • Current game settings are visible in the ingame menu
  • Game Settings new UI style
  • Main menu visual changes
  • Irulan's Development Investment now displays predicted and current gains on the tooltip
  • Added alerts upon a successful pillage
  • Removed eligible factions from Governorship notification
  • Added Units move speed in their Health tooltip
Bug Fixes
  • Neutral units could not be targeted directly by sandworms (they could get eaten but not be the actual target of the worm so raids would never get eaten by themselves for instance)
  • Some missile attacks showed an additional one with a weird trajectory on clients
  • Decimals in units power resulted in rounded damage, this is no longer the case
  • Actions queues were not correctly wiped in some instances (Attacking a unit now correctly works with queues, the unit will go to the next action once the targeted unit is dead)
  • Fixed Ornithopters wrongly detected as idle
  • Fixed Shuttle ability not appearing in groups containing a ship
  • Fixed ranged attacks that sometimes did not play effects when firing units in the air
  • Hid resupply UI on unrecconned Villages
  • Fixed combat between neutral Factions
  • Banners should no longer show up in fog right after a Unit spawned
  • Fixed unlimited pause softlocking the game if the player that paused disconnects
  • Fixed votes not being multiples of 10
  • Fixed issues with resupplying near villages and bugged interactions with the smugglers 5k Hegemony
  • Fixed victory type achievements, they are no longer attributed to team members (example: winning a CHOAM victory only gives the achievement to the CHOAM winner, not his teammates)
  • Removed reposition phase to prevent Mobile Turrets from never attacking and all Units clamping up on the village before starting the fight which caused delays
  • Spying UI no longer wraps if the resource is too long
  • Fixed some situations where villages would be incorrectly considered in siege
  • Fixed some crashes upon loading old saves
  • Fixed disappearance of some ships FXs
  • Fixed reactivity issues on the Developments window
Other
  • 7 New Achievements
  • Added helper tips to loading screen (can be turned off in settings)
  • Corrino base units are now named Conscript Swordsman & Conscript Rifleman

Dune: Spice Wars | December Development Update



Hello everyone!

We’re hard at work here at the Shiro Games HQ as we begin to approach to our full release out of Early Access next year, and as such, it seem like now is a good time to give you all an insight into what we’re doing, what we have planned and what you can expect from the game in the near future!

So let’s get into it…


What are we working on at the moment?




With so much awesome feedback from our players and a ton of ways to improve and expand upon what we currently have to offer in Dune: Spice Wars, our devs are in overdrive working on new systems, content and additions that will come to the game over the next few months.

Some of our more immediate focuses right now include:

  • Updating and improving the counsellors
  • Introducing new military gear
  • Map generation improvements
  • End game stats
  • Tutorial missions
  • New skills/abilities for military units
  • Development improvements
  • New discoveries
  • Victory condition rework/overhaul

All of this, as well as a ton of other fixes and improvements are in the works as we speak and we’ll share more info when we’re a little closer to their release. Obviously, some of this may turn out to be a little more complicated or time consuming than planned, so don’t be surprised if we don’t see all of it immediately.



What’s coming next?




Early next year we’ll be releasing a Community Update containing a lot of what we detailed above, alongside some other fixes, minor improvements and community requests.

After that, and following an outpour of requests from our players for a campaign/story mode since launch, we have decided to change up our roadmap slightly and shift our focus to developing Conquest Mode as our next major update.



In order to ensure that we get this mode right and meet the expectations of our players, we will be pushing back the release of the Heroes of Dune update so that we can turn our attention fully to the development of conquest.

After Conquest launches, we’ll continue our work on the Heroes of Dune update which will be released at a later date.



What other stuff are we considering or have in the pipeline for the game?


We have a lot of ideas and things in the early stages of production that we would like to bring to Spice Wars over the course of development, some of which we’ll see come to the game before the full release and some we’ll see added further down the line.

Spectator modes, UI Scaling, expanded accessibility options, co-op, modding options, map options and relics are just some of the ideas being thrown around seriously or being worked on at the moment.

We’ll have more news on all of these additions later, so keep an eye out for updates…

Don’t hesitate to drop any questions or suggestions you might have in the discussions where we’ll be sure to reply to or review everything we can.

And as always, thank you all for your support so far, you guys have been and continue to be a vital part of our work and we can’t wait to see how far we can take Dune: Spice Wars with you all.

Happy Holidays everyone!

Shiro Games

Air & Sand Update: Out Now!



In light of the recent events upon Arrakis, the Spacing guild have granted access to the planet and reinforcements are arriving en masse.

In the Air & Sand update, Dune: Spice Wars' combat is evolving, with an array of new flying units entering the fray and offering a host of new ways to enter into battle with and gain the upper hand over your enemies!

Flying units, aerial combat, new buildings, resources, systems and more await in the newest major update for Dune: Spice Wars...

Check out what's new below!


[previewyoutube][/previewyoutube]

New Air & Sand additions


[h2]Spaceships[/h2]

Every faction has two new flying units: a fast ship and a huge frigate which is limited to one per faction

House Atreides
  • Hawk: A small spacecraft with rapid fire
  • Kraken: A frigate that can transport ground units
House Harkonnen
  • Harpy: A small spacecraft with a powerful AoE attack
  • Overlord: A frigate that controls small but powerful flying drones
The Smugglers
  • Banshee: A small stealth spacecraft that also damages supply
  • Wraith: A frigate that damages the health and supply of ground units in a large area
The Fremen
  • Spire: A fully armed and modified Ornithopter
  • Altar: A big aircraft that can receive up to two improvements
House Corrino
  • Hammer: A slow spacecraft with large AoE attacks, great at shredding armor
  • Cronos: A frigate with a large powerful AoE attack that regenerates its health out of combat

[h2]Aerial Combat[/h2]
  • Melee units cannot attack flying units
  • Ornithopters can now be targeted
  • Ornithopters avoid danger on Auto Recon and go back to base to heal themselves when needed
  • Demo units deal more damage to Aerial Units


[h2]New resources[/h2]
  • Guild Favor (for every faction but Fremen): An expensive new resource that is necessary to deploy your spaceships
  • Machine Scrap (for Fremen only): Destroying mechanical units and pillaging villages give scraps that can be used to build airships



[h2]New projectiles system[/h2]
  • The projectiles of military units were reworked to add spectacle to fights, with more interesting trajectories and effects
  • Projectiles are much smoother in multiplayer
  • Missile batteries and main bases now use the new system and fire multiple missiles


[h2]New Neutral Enemies: The Renegades[/h2]

  • As the game progresses, Renegades from the Faufreluche system will appear and take control of neutral villages
  • Once renegades have taken hold, they will periodically launch powerful raids on players
  • To attack a village controlled by Renegades, the players must first destroy their nearby base
  • Killing Renegades provides Guild Favors


[h2]New Equipment System: Barracks[/h2]

  • Requires the Barrack building in the Main Base
  • Customize the gears of your military ground units
  • Enhance your units with a trade-off to match your playstyle
  • Some melee units can equip handguns to damage flying units


[h2]New Major Buildings (limited to one per faction)[/h2]

Spacing Guild Branch (for everyone but Fremen)
  • Allows for the deployment of Spaceships
  • Exchanges Resources for Guild Favors
  • Unlocks Guild Proposals, special events that will get you Guild Favors in large quantities.
Recycling Plant (only for Fremen):
  • Allows for the construction of Airships
  • Allows for the production of Machine Scraps by destroying mechanical units
Experimental Alloy Furnace
  • +150 Solari production
  • +30% production of other Economy Buildings in the region
  • 300 Plascrete upkeep
Military Factory
  • +25% Power to all Missile Batteries owned by the faction
  • +1 Missile Battery and +50% to their range in the current region


General Improvements
AI
  • AIs improved in all difficulties
Multiplayer
  • NEW Unlimited multiplayer pause option
  • NEW Players conceding are now replaced by an AI
  • NEW If your last opponents are only AIs that replaced human players, the victory is granted to you
  • NEW You can join a lobby using its private code
Multiplayer Chat
  • Hovering on the chat shows its last messages
  • You can now send private messages to other players using the channel selection on the left
Singleplayer
  • New Solo vs AI Kanly game mode
QoL
  • Ornithopters set to Auto Recon on game start will now automatically recon the first Spice village
  • Autorecall and autodeploy now take into account the harvester's life points
  • Added Open CHOAM Market keybind on “U” (can be changed in the options)
  • New dynamic cursors to react to more interactive options
  • The movement of military unit models is much smoother in multiplayer
  • Clearer range displays
  • Allow left clicking on the Spice stock, Plascrete, Fuel Cells and Water to cycle between production buildings
Audio
  • Added the music theme for House Corrino
  • New voice lines for the Mobile Turret (Fremen only), Assassins and Mercenary
  • New alerts sounds
  • New menus sounds
  • New spying operations sounds
  • Vehicles are separated from humans in the battle soundscape (so you shouldn’t hear screams and other human fight sounds when watching a battle of mechanical units)
UI
  • New Singleplayer menu
  • New operations UI shortcut (you can now click on an empty slot to start a new mission)
  • Bigger alerts
  • Building preview UI
  • You can now click on the word “Buildings” on the Villages UI to open a list of buildings you have access to


Other
  • Huge performance optimizations
  • New in-game visual effects
  • New Lobby/Main Menu visual effects


Balancing
  • In addition to all of the major additions in Air & Sand we have done a huge amount of balancing and stat changes, which you can read HERE (Please note that as a Google Doc URL, Steam may flag this as malicious, but we assure you, it's safe)


Bug Fixes
  • Fixed Restless (from Ramallo’s passive) not removed from the zones around the Main Base when the Fremen are defeated
  • Fixed operations making you a traitor when launched on an ally
  • Fixed battle sounds that could be heard across the map if they were within the camera’s field of view
  • Allow the recruitment of harvesting teams when training queue is full
  • Fixed Interdiction Zone not working as intended
  • Fixed rebellions not removing oppression’s buff and debuff correctly
  • Fixed Shuttles stuck in the air for a few seconds when going back to orbit
  • Smugglers can now be eligible to Imperial Audit if they reach 5 000 Hegemony during the vote
  • Prevent militia from different villages to attack each other
  • Units now properly leave combat when ordered to investigate a Discovery
  • Units could play many attack animations after their target died and cause performance issues
  • Units ornithopters could accidentally stop escorting their harvester
  • Fixed Armor affecting Health loss at 0 Supply
  • Fixed transactions points on the CHOAM market curve always showing the buying price
  • You can now still see the preview of a building placement even if its Village is not on the screen
  • Developments, buildings and resolutions affecting the cost or training time of military units now also correctly affect militia
  • Unit recruitment tooltips now correctly display modified upkeep costs (no longer always base cost). If you haven’t enabled decimals display this may not be visible because of rounding
  • Peaceful Annexation now correctly displays the action’s actual duration


Thank you all for your continued support of Dune: Spice Wars and for helping us bring this update together with your feedback and suggestions!

More major updates on the way, stay tuned!

- Shiro Games