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Public Test Client: Patch 1.3.0.0

Patch 1.3.0.0 is now out on the Public Test Client!

This is a beefy patch that we are releasing earlier than usual to extend the testing period. With so much content to experience and test, we want to get as much feedback as possible. Please be aware, however, that the story continuation is NOT available on the PTC; you’ll have to wait until the live release for that!

To help with testing, we’ve added the Progression Unlock feature to the PTC! Using the Esc menu, you can now:

  • Grant Solari, XP, and Intel Points
  • Spawn top tier vehicles
  • Unlock Chapter 1 and Chapter 2 journeys
  • Unlock Trainers
  • Grant Plastanium (T6) armors
  • Grant Duraluminum (T5) and Plastanium (T6) weapons, including power packs, shields, and suspensor belts

This should assist with reaching the new content much faster and easier.

Learn more about our Public Test Clients and how they work here. The best place to discuss the PTC is the relevant Steam Discussion Board and our PTC Discussion channel on Discord

Happy reading!

Highlights

  • Revamped Endgame Progression – A redesigned Tier 6 experience with deeper choices and more meaningful ways to advance for PvE and other playstyles. 
  • Landsraad Revamp – The whole Landsraad has been rebuilt, with new replayable missions and new rewards. 
  • Faction Ranks – New contracts, rewards, missions, and extended standing/rank progression. 
  • Specialization Progression – Choose between Crafting, Gathering, Exploring, Combat and Sabotage as you level up your preferred playstyle. 
  • 5 New Challenge Locations – Five of the new overland sites feature fresh open-area challenges that boost faction progress, influence Landsraad control, and earn Specialization XP. 
  • New Augmentation Progression – Push your late-game builds even further with the new Augmentation Station, letting you enhance Unique Tier 6 gear with powerful augments that customize and strengthen your playstyle. 
  • 5 New Repeatable Testing Stations – The other five new overland locations feature completely new Testing Stations and boss fights with escalating difficulty and increasingly valuable rewards. 
  • 2 new weapons and a rework – Dual Blades, the Pyrrocket and the Rapier has been reworked 
  • Significantly decreased the durability lost when taking damage for Radiation Suits of all tiers. This should now be similar to other armor types of the same tiers.
  • Ornithopter Pilots now accept solari both from player inventory and bank as payment for the travel.
  • The new vehicle relocation feature in the Vehicle Backup Tool allows you to move any vehicle on the same map at the same cost as recovering a destroyed vehicle.
  • Redesigned the Personal Light into the Personal Glow Globe, which now allows to direct the light source along the camera’s view, instead of being aligned to the player’s character.
  • Added new chat channels for each faction, one for the Atreides and one for the Harkonnen. Players are granted access to a faction’s chat channel once their rank reaches 2 (or higher) with that faction.

Table of Contents

Features & Changes

Resources, Building, and Crafting

  • NEW: Augments and Augment Station
    • Players can customize and enhance the power of their Plastinium tier gear with Augments once they have unlocked enough Crafting Specialization Traits:
      • These augments further increase the statistical power of weapons and armor and come in five quality versions. The number of times an item can be Augmented depends on your Augment limit which can be increased via Crafting Specialization Traits.
      • Schematics for Augments drop only from the new dungeons accessible via the Overland Map. The higher the dungeon difficulty, the greater the chance of obtaining higher-quality schematics, which can be crafted in the appropriate advanced specialty fabricators.
      • Augments crafted in an advanced specialty fabricator can be applied to Plastanium tier unique items in the new Augment Station. Using an Augment on an item reduces its maximum durability and Augments cannot be removed or altered in any way once applied.
  • NEW: Customize mode for the building tool that allows you to apply swatches to placeables.
    • The player can apply Atreides and Harkonnen swatches to their placeables, which are available upon reaching faction rank 10.
    • Placeable swatches with colors representing the minor houses of the Landsraad can also be applied and are acquired by attaining the highest rank of personal contribution with that minor house.
  • Added Large Garage Doors to CHOAM Facility, Atreides and Harkonnen and Dune Man Set (available only to the Lost Harvest DLC owners).
  • Increased the rendering distance on glass windows for player built structures.
  • Added a proper item type headers to customizations sold by vendors.
  • Significantly decreased the durability lost when taking damage for Radiation Suits of all tiers. This should now be similar to other armor types of the same tiers.
  • The Observer Set’s Hatch and Door pieces are now available for purchase from building decor vendors.
  • Known Issue: The Base Backup Tool is not saving the „DOOR“ settings on Doors and Trapdoors.

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Combat

  • NEW: Pyrocket class ranged weapon.
    • This unique flamethrower fires condensed balls of ignited incendiary gel. On impact, fireballs detonate, dealing damage in a large radius.
    • This range weapon is available in the Duraluminum and Plastanium tier.
  • NEW: Dual Blades class melee weapon.
    • The slightly curved, double-edged Kindjal and the smaller Slip-tip knife form a marriage of razor-sharp mayhem. Holding down the attack button initiates a sequence of frenzied hits that partially bypass shields.
    • This melee weapon is available in the Duraluminum and Plastanium tier.
  • REWORK: The Rapier class melee weapon has been redesigned to have its own unique playstyle.
    • The rapier is a fast, precision-focused melee weapon that rewards mastery of timing, spacing, and reactive play. While it sacrifices traditional blocking for high mobility, it compensates with unique defensive utility: both opening attacks function as parries.
    • Left mouse button parries incoming attacks and moves the character forward, whereas right mouse button parries while stepping backward to disengage from pressure. Though its blade requires more strikes to stagger an opponent, it penetrates defenses faster than other melee weapons and allows the wielder to parry and attack simultaneously, making it a lethal choice for those who can maintain perfect positioning.
  • Due to a backend change in how abilities are stored, all skill trees have been reset. Please make sure to spec your character before venturing into the desert!
  • Reattributing skills now costs Spice Melange and can only be done in a watersealed base or a social hub.
    • The cost starts at 0 and scales up to 5, 10, 20, and 50 with each consecutive respec, after which it stays at 50.
    • The cost decreases by one level every 6 hours. This technically means that you can reattribute your skills for free every 6 hours. However, the higher the Spice Melange cost, the longer you will need to wait for it to return to 0.
  • Adjusted PvP damage scaling curves to ensure that the new endgame progression introduced in this chapter matters in PvP encounters.
  • Base Rocket Launcher now has the Lock-On functionality with a slower target acquisition than a unique Rocket Launcher.
  • Improved ground launched missiles to make them hit their targets more consistently.
  • Updated the description for the Exploit Weakness ability to indicate that the AoE ranged damage is excluded.
  • Added information to the Prescient Strike ability description that the second strike deals 70% of the damage dealt by the initial strike.
  • Shield damage is now added to weapon infocards.
  • Suspensor belts will now have 0.1 sec reactivation cooldown after deactivation to prevent spamming.
  • Switching weapons while being knocked back should no longer be possible.
  • Reduced the full set poison mitigation value on the Syndicate (Duraluminum) and Forge (Plastanium) armor sets from 40% to 30% total.
  • Prescience effect no longer grants 100% Poison Damage immunity but will instead increase Poison Tolerance (the amount of poison applications required to become poisoned) by 100%.
  • Reworked Metabolize Poison technique to grant 20% mitigation to poison damage rather than cost stamina to reduce poison stacks.
  • Turning camera away from a soft locked target will now cause you to disengage from that target sooner.
  • Low Stamina Threshold UI now set to 30%.
  • Improved quality of melee weapon trails.
  • Added audio for Block Break.
  • Characters should now properly display when viewed through binoculars and ranged weapon scopes.

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Vehicles

  • NEW: The new vehicle relocation feature in the Vehicle Backup Tool allows you to move any vehicle on the same map at the same cost as recovering a destroyed vehicle. The contents of the vehicle inventory will be dropped on the ground.
  • Improved the vehicle decay by preventing co-owned vehicles from decaying inside a friendly landclaim. Leaving a friend’s vehicle at your landclaim now no longer makes it abandoned.
  • Improved audio for ornithopter rockets.
  • Trail VFX added to ornithopter wings to improve sense of speed.
  • Vehicle temperature indicator is now a bit smoother.

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Worldbuilding and Exploration

  • Please note: BALANCING, IN THE NEW STATIONS IN PARTICULAR, IS NOT FINAL.
  • NEW: Added 5 Imperial Testing Stations accessible via the Overland Map. These new dungeon-type, repeatable PvE activities feature a unique boss fight and can be completed solo or in a party. They also feature difficulty scaling, which allows players to increase the challenge and rewards granted upon completion.
    • Imperial Testing Station #24— an abandoned Testing Station tucked away in the desert. The entrance is halfway hidden in the dark, unfinished construction.
    • Imperial Testing Station #89— high radiation readings are registered around the entrance to this Testing Station. Anti-radiation gear is advised.
    • Imperial Testing Station #136— a Testing Station in the desert, surrounded by fire-scorched earth and a strong smell of burnt flesh.
    • Imperial Testing Station #152— a Testing Station on the edge of the Shield Wall, there the electromagnetic reading of the Coriolis storm is exceptionally high.
    • Imperial Testing Station #195— a seemingly overgrown Testing Station, with vines covering the entrance and a faint smell of burnt elacca wood emanating from below.
    • New unique items are also available in these new Testing Stations including a tactical radiation suit, pyrorocket, and more.
    • New cosmetic rewards are available when completing these on very high difficulty levels.
  • NEW: Added 4 new unique locations tied to the new Landsraad missions that are accessible via the Overland Map.
    • Smuggler’s Run— a small rock island with a well-defined and challenging road suitable for driving ground vehicles.
    • Blushing Caverns— a small rock island with a bandit camps atop a large cave of erythrite.
    • Wreck of Tyche— an irradiated shipwreck crashed inside the Shield Wall.
    • The Broodworks— A large, well-defended bandit stronghold located on the Shield Wall.
  • The Old Carthag and the Wreck of Hephaestus can now be repeatedly accessed via the Overland Map. This chapter also introduces a few more unique locations for story and faction progression. Story locations are not available on the PTC.
  • Made several changes and improvements to the Overland Map.
    • Updated the topology and colors so the UI map and the in-world map match correctly, increased the size of ornithopters, replaced and added new visuals for locations and updated the text labels under each location.
    • The Overland map navigation menu now has location categories to better support the increased total number of locations.
    • The Overland map now has improved markers that highlight the selected category and indicate if a location is recommended for groups. These markers also show more context for relevant Landsraad missions or journey steps at the selected location.
    • Added player and party map markers to the UI map.
    • The location of a tracked Landsraad Mission is now automatically tracked when entering the Overland map.
    • The fuel and hydration mechanics were removed from the Overland map.
  • Ornithopter Pilots now accept solari both from player inventory and bank as payment for the travel.
  • Minor improvements to interactions with Shigawire Reels audio logs.
  • Known Issue: You may experience stuttering various environments due to shader caches that are being worked on.

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Story, Journey, and New Player Experience

  • New faction-themed cosmetics can be gained by increasing your rank with your aligned house.
  • Duke Leto’s reception hall has had it’s set dressing upgraded.
  • Removed an extra return trip to Harko Village from the Lost Harvest questline.
  • Added journeys introducing some of the new game content to the players.

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Landsraad

The Landsraad system has undergone a significant redesign to offer a variety of repeatable activities for the endgame. Progress is now earned through a wider selection of activities tied to the Landsraad mission system. Completing Landsraad missions provides Specialization progress and multiple other rewards.

  • REWORK: The Landsraad system has been reworked.
    • To increase a Landsraad house’s progress, you must complete missions for it. Click a house on the Landsraad board to see its available missions.
    • A new tab has been added to the Landsraad UI that provides an overview of all the missions you can complete.
    • Once you select a mission, you can accept it on behalf of a house, and Landsraad progress will count toward that house on the board.
    • Landsraad missions vary and send you to complete different challenges, such as dungeons, time trials, exploration, combat, crafting, and gathering. These missions can be shared among party members.
    • Completing Landsraad missions grants you House Credits, which are needed to buy the components required to craft high-quality items.
  • NEW: A new avenue for meaningful player progression has been added through Specializations, which can be accessed via the Skills menu.
    • There are 5 specialization tracks that can be leveled up by completing Landsraad missions: Crafting, Gathering, Exploration, Combat, and Sabotage.
    • Once players earn enough specialization XP on a track, they can unlock traits using Spice Melange. These traits give players different bonuses and upgrades, such as the ability to augment weapons, additional skill points, more character inventory slots, increased fabrication and refining speed, or lower taxation cost, to name a few.
    • Specialization XP is limited to 5 contract bonus rewards per day. Unused bonus rewards can be stacked up to 35, which is a total of 7 days worth of XP.
  • REWORK: Additional faction ranks have been added up to level 20, along with new contracts, rewards, and missions.
    • Players can level up ranks from 6 to 19 via Landsraad Missions. Once a player reaches level 19, they must complete a mission that sends them to an outpost accessible through the Overland Map.
    • The mission can be experienced once for the Atreides side, and once for the Harkonnen side.
    • The player will reach rank 20 upon completing this mission.
  • Landsraad personal rewards will no longer award armor swatch items. The swatches that were once available from personal contribution are now available at a new vendor and are sold for Solaris. The swatches have also been reworked and come in three types: Garment, Vehicle, and Weapon. Existing swatches that only worked on a single garment type have been updated to work on all garment types.

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Deep Desert

  • Added more Rock Islands across all layouts and ramps leading from and to the Shield Wall for better ground vehicle navigation.
  • Created a continuous Shield Wall in the Southern part of the Deep Desert.
  • Deep Desert control points have been removed from the Deep Desert.
    • We are currently redesigning how they are meant to work, and when we’ll bring them back when we’re satisfied with the new version.

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User Interface

  • Made several changes to the info cards:
    • Melee weapons:
      • Converted stat bars into a row of stat icons in the following order: Damage per hit, Shield damage per hit, Stamina cost to attack, Stamina cost to block.
      • Damage type now shows an icon.
    • Ranged weapons:
      • Converted stat bars into a row of stat icons in the following order: Damage per shot, Shield damage per shot, Clip size, Reload speed.
      • For weapons which consume power, Clip size and Reload speed is replaced with Power consumption per shot.
      • Removed the stability stat bar.
      • Merged fire mode into damage type.
      • Damage type now shows an icon.
    • Armor:
      • Heat protection can now be compared.
    • General
      • Volume can now be compared.
  • The equipped icon for info cards has now moved from the right side of the header to the center of the header. This was done to add item quality on the right side of the header.
  • Disabled map menu when on levels without its own map and added a feedback error message when trying to open it on those levels using hotkeys.
  • Resource markers that are „merging“ or „clustering“ together on the fullscreen map will now display how many markers are in the icon when hovering over it.
  • On the fullscreen map, if a marker location has a intel that has not been picked up by the player yet, the marker will have a new icon on it itself in addition to the info on the tooltip.
  • Improved how gear with transparent elements now appear in the UI menu so that they are easier to see on the player character
  • Vendor UI customization swatches and icons now look the same as in the customization menu.
  • Made the Landsraad UI grid progress bar more obvious whenever a task has made any progress.
  • Added visuals to the player menu and inventory screen to reflects the players chosen faction.
  • Radiation UI improvements
    • Added additional UI alerts when moving from and area with increased or decreased radiation.
    • Radiation mitigation stats added to status UI paper doll and the inventory stats pop-up.
    • Added different levels of radiation for the area to the environment UI. Showing all the time if in a high radiation zone.
    • Added percentage of radiation debuff fill in the status UI.
    • Environment widget now shows if the player’s radiation is about 75%.
  • When its optimal harvest time for dew the environment UI is now displayed for that period.
  • Added currency overview pop-up in the top right of player menu to make it easier to see all currencies and amounts.
  • Visual improvements done for the main menu and title screen
    • Lighting and visual effects updated or added.
    • Reposition of triangle footer buttons to align with news feed.
  • It is now possible to switch between quality levels on the alternative stats page of a tech-tree item’s info card.
  • Known Issue: An empty error banner is shown on the Exchange menu under the buy/sell button.

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Graphics, Animations, and VFX

  • Redesigned the Personal Light into the Personal Glow Globe, which now allows to direct the light source along the camera’s view, instead of being aligned to the player’s character.
  • Final cinematic of Act II had new visual effects added.
  • Updated and improved various character animations and NPC facial expressions and clothing simulations in cinematics.
  • Added animations to support player stopping in ready state for melee weapons.
  • Added animation functionality for equipping the dual daggers.
  • Small visual differences in the way wind behaves on tarps, making it more consistent with wind speed and more performant.

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Social

  • Added new chat channels for each faction, one for the Atreides and one for the Harkonnen. Players are granted access to a faction’s chat channel once their rank reaches 2 (or higher) with that faction.

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Audio

  • Audio Design Updates
    • New layers and mix for JABAL Spirtdart Rifle Gunshots.
    • New sound for fall damage.
    • Revamp of audio for radiation status.
    • Updates to Sheol radiation ambient audio.
    • Backup and recovery tool updates.
    • Added sound to interactive message UI (friend, guild invites, etc…).
  • Updates to Harko Village music.
  • Updated sounds playing when new NPC waves spawn in during various encounters.
  • Added sounds for guild, party and generic invite notification audio.

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Other

  • Added native support for PS5 controller.

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Fixes

Technical and Stability

  • Multiple performance improvements made for both client and server.
  • Improved frame rate stability when coming in range of NPCs.
  • Fixed issue that could cause login to fail with error 9V2.
  • Resolved some sources of error P83.
  • Fixed server crash when processing objects that were destroyed.
  • Fixed a possible rare crash that could happen on very low framerates during a melee attack.
  • Improved client performance by not having Fabricators, Wind Turbines, and Refineries that are running far away from players.
  • Fixed some performance issues in the main map UI on low end hardware/Steam Deck.
  • Small performance improvement when player bases are streamed out on the client.
  • Fixed difference in Global Illumination brightness between High and Ultra quality settings.
  • Fixed an issue where the character on the main menu or server browser would sometimes not accurately reflect the current in-game equipment.
  • Reduced a hitch that could occur when opening the map.

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Resources, Building, and Crafting

  • Fixed a collision issue preventing certain ground vehicles from passing smoothly through building doorways.
  • Vertical pentashields no longer cost twice as much power as horizontal pentashields.
  • Fixed an issue where the glass surface was missing on the large spice refinery.
  • Fixed an issue where the Lost Harvest DLC’s Vermillius Dusk Swatch could not applied to all intended content.
  • Fixed an issue where, after picking up an NPC corpse, their untouched loot could drop far away from the corpse’s current location.
  • Fixed missing icon for turret statue in the construction menu.
  • Fixed an issue where players with very high amounts of solaris could have it displayed in negative amounts and not be able to pay taxes.

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Combat

  • Fixed an exploit of the PvP respawn timer. Players can’t respawn into other respawn points besides the start respawn point when under PvP respawn cooldown anymore.
  • Abilities can no longer be used on players who are inside vehicles.
  • Update to Weirding Step such that the perk „Iron Will“ now properly blocks the stun effect, but still allows you to move to your target.
  • Fixed an issue where projectile hits were applying weakpoints when Exploit Weakness skill was equipped.
  • Rockets shot from vehicles are now correctly mitigated by player armor (e.g. Bulwark set).
  • Solido Clone ability will be put on reduced cooldown if clone fails to spawn.
  • Sentinel turret is no longer able to track targets through walls.
  • Fixed an issue that was causing skill points to be lost.
  • Fixed an issue where some NPCs would interrupt Heavy attacks for an immediate Fast attack.
  • Fixed an issue where melee NPCs would dodge sooner to Slow attacks from Swords than from Daggers.
  • NPCs should no longer stand so close to the player when the NPC is blocking that they touch them.
  • Fixed an issue where NPCs in the Deep Desert who use drillshot weapons were dealing higher damage than intended.
  • Fixed an issue where some NPCs would look at your feet during melee combat.
  • Fixed an issue where NPCs were unable to perform attacks inside gravity fields.
    • Aim accuracy of NPCs is now reduced when in gravity fields.
  • Improved camera motion for abilities that use „planting“ animations (Poison Mine, Shield Wall, etc.).
  • Leaving Aim-Down-Sight no longer increases inaccuracy beyond the default hip-fire inaccuracy.
  • Fixed an issue where Dance of Blades buff didn’t trigger when executing downed enemies.
  • Fixed an issue with Whirlwind/Eye of the Storm animations where it would end in sword stance with dagger equipped.
  • Whirlwind will now transition smoothly into the Idle stance for daggers, swords and rapiers.
  • Various typos in ability descriptions fixed and texts clarified.
  • Icons corrected for Trooper Scattergun Damage & Mentat Rifle Damage.
  • Fixed an issue where stamina costs for dashing were not being applied properly.
    • Dashing out of ability applied CC-Effects will now cost 90 stamina and spawn a corresponding golden ghost, while dashing out of non-ability applied staggers will cost a medium amount of 45 stamina. Any other dashing will cost a low amount of stamina (30).
  • Hazards should no longer be affected by player damage bonuses or reductions.
  • NPCs will no longer interrupt melee attacks and abilities to dive away from grenades.

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Vehicles

  • Fixed a collision bug where players could become trapped between the scout ornithopter’s wing and tail sect.
  • It is no longer possible to clip and traverse underneath ornithopters with a sandbike or treadwheel.
  • Fixed choppy vehicle turret rotation.
  • Fixed an issue which caused harnessed vehicles to become inaccessible after travelling.

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Worldbuilding and Exploration

  • Improved rock climbing around Mysa Tyrill.
  • Players no longer takes fire damage when standing on a certain pipe in the mining rig inside Southeast Ironworks.
  • Player now correctly takes fire damage in the Wreck of Kytheria ship.
  • Fixed several issues with moisture membranes not covering the entire cave entrance.
  • Fixed missing weapons for Harkonnen guards at Riftwatch.
  • Fixed certain enemies in the contract Digging Deeper not attacking the player.
  • Fixed an issue where rare cases NPCs in the Imperial Testing Station 060 boss room could have already spawned before the player reached it.
  • Fixed an occasional issue where the slowing effect was still applied after exiting quicksand.
  • The Muad’dib and Desert Hawk should now only spawn within the Hagga Basin and the Deep Desert.
  • Fixed a bug where collision on objects would be scaled incorrectly, improving AI navigation in those areas.

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Story, Journey, and New Player Experience

  • Addressed several visual bugs present in cinematics taking place in the tutorial area.
  • Improved behavior of quest item and quest schematic acquired in contract „Forged in Dishonor“.
  • No longer possible to indefinitely extend your time in a story mission by remaining in a dialogue.

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Landsraad and Deep Desert

  • Cloud shadows were removed and lighting has been updated from Deep Desert.
  • Fixed issues in the Deep Desert where the landscape was missing in some areas at distance.
  • Fixed collisions, cover points, and PvP/PvE zones in Shipwrecks and testing stations.
  • Grounded floating rock islands.
  • Plugged holes in the terrain.
  • Fixed issue where interactions with Landsraad interactables would be possible when you’re not on the correct mission step.
  • Fixed auto-tracking of new accepted Landsraad missions.
  • Fixed problem where it would not show the required amount of points needed to win a House tile.
  • Fixed issue where the Landsraad UI would appear to have no Landsraad missions available.
  • Fixed problem where the compass would show map markers for all accepted quests at the same time.
  • Regenerated all Deep Desert UI maps to fix islands buried under sand dunes.

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User Interface

  • Fixed issue where when opening the fullscreen map in Harko Village, the camera would not look directly at the players icon.
  • Fixed issue where when markers appears on the compass. They would previously „teleport“ to the correct location right after appearing.
  • Fixed issue where the marker tool-tip widget would be placed to far upwards when shown on the bottom part of the screen. Will now be placed a more correct distance upwards.
  • Fixed issue where the marker tool-tip widget would go off screen if shown to far to the right. Will now be placed on the edge of the right side of the screen.
  • Fixed issue on Harko Village fullscreen map, where markers would not show in the correct location, but be offset.
  • Fixed issue on Arrakeen fullscreen map, where the cameras movement would no be restricted enough. Players could view outside the edge of the map mesh.
  • Fixed a bug where the Ping Markers displayed on the compass were too small.
  • Fixed an issue where a player could see party members on the campass in Lost Harvest DLC testing station even when they were playing on a different instance of the same testing station.
  • Fixed a bug where the Mouse Wheel Scroll Icon Arrow in the vehicle backup, welding torch and building tools showed the wrong scrolling direction.
  • Fixed a bug when switching from Construction Tool to any weapon it would not display the Favourite Item.
  • Overlapping subtitles should now be prioritized properly.
  • Fixed an issue which caused network status indicators not showing in the Overland map

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Graphics, Animations, and VFX

  • Fixed various animation bugs, distortions, and emote popping for NPCs.
  • Fixed Zantara’s rocket position during Zantara’s Plan cinematic in NPE.
  • Feet now adjust to surfaces when playing emotes.
  • Fixed Dune Man Thumber Forward emote resetting during the loop.
  • Fixed character’s rotation breaking when using emotes in walk mode.
  • Fixed arm snapping when going into storm while in a suspensor.
  • Fixed reload animations still playing on the weapon when player holsters weapon while reloading.
  • Fixed player snapping when unholstering pistol in crouch moving towards camera.
  • Fixed player sinking in ground when near a medium wind generator.
  • Fixed player walking when using scanner and moving at run or sprint speed.
  • Player’s head gear will no longer appear unexpectedly while using a poison snooper.
  • Karpov muzzle flash is now in the same position in crouch and standing whilst firing.
  • Fixed an issue where firing against the large spice refinery would not show a VFX.
  • Players will no longer see flickers when talking with Elara Tuek (and possibly other npcs).
  • Fixed flickering issue with smoke effect when a damaged Vehicle is in movement.
  • Fixed a visual issue whereby a thin line was visible on some areas of the landscape.
  • Addressed visual issues/glitches present in the Fourth Trial of Aql.
  • Fixed, updated, and improved various lighting in testing stations and tradeposts.
  • Improved performance and visuals to various ability effects, weapons, and materials.

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Audio

  • Fixed a bug where heavy and light attack SFX would play even if the attacks are interrupted.
  • Fixed some radio episodes and music transitions overlapping or causing silent pauses.
  • Sometimes loading into new levels caused short audio corruption on loading in.
  • Fixed a bug where the burning effect applied to a character had no SFX.
  • Fix for rocket launcher explosion sound cutting abruptly in certain scenarios.

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