Wurde erst vor Kurzem mit einem Update der Multiplayer nachgeliefert, kommt jetzt schon wieder ein Update mit vielen Neuerungen, Verbesserungen und Fehlerbehebungen hinterher.
Der komplette Changelog:
Economy
- 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
Military
- 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
Villages
- 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
Headquarters
- 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
Spying
- 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
Developments
- 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
Resource Deficits
- 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
Sandworms
- Worms take longer to appear
- Balanced worm attacks. Military units detect worms faster than harvesters. Ornithopters are even faster at detecting incoming worm attacks
Landsraad
- 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
- Pillaging villages provide less Solari and cost more Authority to annex the village afterwards
- Pillaging now takes more time
Councillors
- 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
Multiplayer
- 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
Others
- 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
Bugfixes
- 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
Quelle: Dune: Spice Wars Blog