{"id":40394,"date":"2026-08-13T15:08:38","date_gmt":"2026-08-13T15:08:38","guid":{"rendered":"https:\/\/duneawakening.com\/?p=40394"},"modified":"2026-08-14T11:15:59","modified_gmt":"2026-08-14T11:15:59","slug":"public-test-client-patch-1-5-1-0","status":"publish","type":"post","link":"https:\/\/duneawakening.com\/zh-hant\/news\/public-test-client-patch-1-5-1-0\/","title":{"rendered":"Public Test Client: Patch 1.5.1.0\u202f"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Greetings Sleepers,<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Patch 1.5.1.0 is now available on the Public Test Client. This major update coincides with the console launch and introduces two new features: single-player mode and a character-centric experience. It also includes a long list of changes and fixes. For this reason, we are releasing an early, experimental version of the patch on the PTC to gather your feedback early and improve the experience for everyone on September 22. This means that the version we\u2019re releasing today for testing presents numerous work in progress and placeholder elements we plan to iterate on during the Public Test Client period.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This update will be available on the PTC for a longer period than usual, and we look forward to reading your feedback after you&#8217;ve had a chance to try out the new changes and features!<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">To assist you with testing, don\u2019t forget to take advantage of the Progression Unlock Panel (only available in the PTC) where aside from getting resources and gear, XP and unlocking Journey chapters, you can unlock faction ranks and crafting materials.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Learn more about our Public Test Clients and how they work <a href=\"https:\/\/funcom.helpshift.com\/hc\/en\/4-dune-awakening\/faq\/69-dune-awakening-public-test-client\/\" target=\"_blank\" rel=\"noopener\"><u>here<\/u><\/a>.&nbsp;The best place to discuss the PTC is the relevant <a href=\"https:\/\/discord.gg\/jBeXuGSvev\" target=\"_blank\" rel=\"noopener\"><u>Steam Discussion Board<\/u><\/a> and our <a href=\"https:\/\/discord.gg\/jBeXuGSvev\" target=\"_blank\" rel=\"noopener\"><u>Discord server exclusively for the PTC<\/u><\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><img decoding=\"async\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" width=\"auto\" height=\"20\" title=\"\"> \u2013 denotes changes made based on player feedback.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">HIGHLIGHTS<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>New single-player mode! Select between different difficulty presets or customize the game settings, and survive Arrakis on your own, your way.<\/li>\n\n\n\n<li>New character-centric experience: Create and browse through your characters from the main menu and choose where to bring them each time you play.&nbsp;<\/li>\n\n\n\n<li>Major performance improvements and optimizations.<\/li>\n\n\n\n<li>Combat balancing pass, with improvements to melee, NPC balancing and much more.<\/li>\n\n\n\n<li>Restructured the way difficulty and reward scaling works in overland dungeon maps to make the overall experience more rewarding for the amount of effort invested.<\/li>\n\n\n\n<li>Improvements to the tutorialization and new player onboarding.<\/li>\n\n\n\n<li>Improvements to UI, gamepad support and rumble haptics!<\/li>\n\n\n\n<li>Two new face tattoos are now available for your character: Sandworm&#8217;s Eye and The Maker&#8217;s Markings. These tattoos were designed thanks to the input of our community during our First Anniversary livestream.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">NEW FEATURES<\/h2>\n\n\n\n<h2 class=\"wp-block-heading\">Single-Player<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">When you first start the game, you will choose between single-player and multiplayer. If you have played the game before, you won\u2019t be able to transfer your multiplayer character into single-player, you will need to create one specifically for this mode.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Single-player offers three preset difficulty levels for the survival experience, or full manual customization of individual settings. Single-player plays very similarly to multiplayer, with a few key differences:&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>You can select different difficulty presets, or customize your experience with a wide arrange of settings. You can even adjust these settings at any time during gameplay so you can tweak and craft your own experience in Arrakis.\n<ul class=\"wp-block-list\">\n<li>Some of these settings include:\n<ul class=\"wp-block-list\">\n<li>Enable or disable sandstorms&nbsp;&nbsp;<\/li>\n\n\n\n<li>Resource harvesting rate multipliers&nbsp;<\/li>\n\n\n\n<li>Experience points rate multipliers&nbsp;<\/li>\n\n\n\n<li>Base building piece limits&nbsp;<\/li>\n\n\n\n<li>Item durability settings&nbsp;<\/li>\n\n\n\n<li>Base decay rate&nbsp;<\/li>\n\n\n\n<li>Sandworm auto-spawn&nbsp;<\/li>\n\n\n\n<li>Coriolis storm auto-spawn&nbsp;<\/li>\n\n\n\n<li>Adjust what drops on death\u00a0<\/li>\n\n\n\n<li>\u2026and much more! Check it out!<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>All the NPCs are there, but no other players.<\/li>\n\n\n\n<li>The Deep Desert is fully available with all its content and challenges, but the map never resets and your buildings are never wiped. The Coriolis Storm remains as a weather event but is less destructive.&nbsp;<\/li>\n\n\n\n<li>The Landsraad endgame simulates other players engaging with the faction conflict, keeping it competitive and engaging.&nbsp;<\/li>\n\n\n\n<li>The Exchange now acts as a vendor with a large selection of items.<\/li>\n\n\n\n<li>Both Arrakeen and Harko Village can be visited.<\/li>\n\n\n\n<li>The Landsraad simulates other guilds to ensure a dynamic and believable Landsraad competition that progresses even without player participation, with cycles especially adapted to the Single Player experience.<\/li>\n\n\n\n<li>The Cartographer skill now extends the player&#8217;s Fog of War reveal radius.<\/li>\n\n\n\n<li>The Coriolis storm was converted into a very dangerous storm that no longer instantaneously kills the player and wipes the Deep Desert, thus allowing players to keep their progress in this map.<\/li>\n\n\n\n<li>Player start locations are limited to a smaller area for improved pacing.<\/li>\n\n\n\n<li>NOTE: The PTC Progression Unlock button is not present in single-player mode.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Character-Centric Experience<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Create and browse through your characters from the main menu and choose where to bring them each time you play.&nbsp;<\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>On first boot, there is now a selection of common Settings and then a choice between Single or Multiplayer, with Difficulty options available for Single Player.<\/li>\n\n\n\n<li>On subsequent boots, there is a new cave environment in the Main Menu where the last used character is front and centre as usual and ready to Continue.<\/li>\n\n\n\n<li>A new addition is the Characters tab:\n<ul class=\"wp-block-list\">\n<li>From here all available characters can be cycled through, with information about playtime, servers, location etc &#8211; and can be used to return to a previous game session directly.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Optionally you can choose to change server on each Multiplayer character. Here\u2019s how character portability works:\n<ul class=\"wp-block-list\">\n<li>Single-player characters remain exclusive to the single-player mode.<\/li>\n\n\n\n<li>Private and self-hosted server characters can be played on any of these and can even go between private and self-hosted servers.<\/li>\n\n\n\n<li>Official server characters can be played on any official server and can even be moved to a private or self-hosted server (but not back again, to ensure the integrity of official servers).<\/li>\n\n\n\n<li>Bases and vehicles you back up will come with you.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n\n\n\n<p class=\"wp-block-paragraph\">This lets you focus on your characters and decide where to play them each session, just make sure you back-up your bases and vehicles before you transfer.&nbsp;<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">FEATURES AND CHANGES<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Technical and stability:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Major performance changes coinciding with the console launch. Widespread improvements to world streaming, rendering, memory, UI and physics.<\/li>\n\n\n\n<li>PTC Only:\n<ul class=\"wp-block-list\">\n<li>Added an option to unlock Chapter 3 journeys.<\/li>\n\n\n\n<li>Added faction rank unlock for Rank 20.<\/li>\n\n\n\n<li>Removed the redundant UniqueItemSchematics option.<\/li>\n\n\n\n<li>NOTE: The PTC Progression Unlock button is not present in single-player mode.<\/li>\n<\/ul>\n<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Resources, Building, and Crafting<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Cooldown for using the base reconstruction tool is now set to 0 in Hagga Basin South.<\/li>\n\n\n\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Restructured the probability curve for augment stat rolls to be on more of a bell curve than an exponential curve.\n<ul class=\"wp-block-list\">\n<li>This means that it&#8217;s now significantly more likely to get better augments stats when crafting, however the odds of getting the maximum roll are still the same.<\/li>\n\n\n\n<li>Overall, each augment crafted should be in a good stat range much more often.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>The Heavy Metal Blade Coating Augment is now available as Grade 3+ instead of the prior Grade 4+. It can drop in loot of the appropriate difficulty.<\/li>\n\n\n\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Increased the volume capacity of the Medium Storage Container from 3500 to 4000.<\/li>\n\n\n\n<li>In an effort to make the endgame more approachable for Single-player and those who play solo, Spice Melange was removed from the building cost of the following placeables:\n<ul class=\"wp-block-list\">\n<li>Advanced Garment Fabricator<\/li>\n\n\n\n<li>Advanced Survival Fabricator<\/li>\n\n\n\n<li>Advanced Vehicle Fabricator<\/li>\n\n\n\n<li>Advanced Weapons Fabricator<\/li>\n\n\n\n<li>Medium Chemical Refinery<\/li>\n\n\n\n<li>Augmentation Station<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Decreased taxi cost to social hubs to 500 solari, and tradeposts to 150 solari.<\/li>\n\n\n\n<li>Moved the &#8220;Contemplation Tea House Baliset&#8221; into the Deco category from the Furniture category in the Construction Tool.<\/li>\n\n\n\n<li>Moved the &#8220;Contemplation Tea House Tea Service&#8221; into the Ornamental category from the Furniture category in the Construction Tool.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Combat:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Restructured the way difficulty and reward scaling works in overland dungeon maps to make the overall experience more rewarding for the amount of effort invested.\n<ul class=\"wp-block-list\">\n<li>The current scaling for enemy health and damage at difficulty 20 is now instead at difficulty 30. For example, previously difficulty 20 applied a roughly 1700% increase in enemy health and damage. Now, difficulty 30 applies a 1750% increase in enemy health and damage.<\/li>\n\n\n\n<li>Prior difficulty levels are scaled accordingly towards this value and further difficulty levels retain the same level of increase per level as previous: 50%.<\/li>\n\n\n\n<li>The grade of items and augmentations that drop have had the following changes:\n<ul class=\"wp-block-list\">\n<li>Grade 3 Items and Augmentations no longer drop after Difficulty 20.<\/li>\n\n\n\n<li>Grade 5 Items and Augmentations now drop less often at Difficulty 20, and are instead awarded where the challenge level is similar to the previous difficulty scaling. Grade 5 rewards will still begin at Difficulty 20, but will be less common, as the challenge level is lower than before.<\/li>\n\n\n\n<li>Grade 4 Items and Augmentations will drop less frequently starting from Difficulty 27. This is to make more room for an increase in Grade 5 rewards as the difficulty level increases. This change to the reward structure and difficulty progression overall will grant better rewards for the level of challenge, and allow for a smoother progression up to Grade 5 rewards.<\/li>\n\n\n\n<li>This is also to allow for easier replacement of Grade 5 gear since the acquisition of Grade 5 gear isn&#8217;t the end of the overall gearing journey.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>In addition, the amount of bonus health bosses have in 3-player and 4-player groups has been reduced to further incentivize group play.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Made it possible for players to dash through NPCs.<\/li>\n\n\n\n<li>Taking health damage while in second wind will return all the stamina and free the character from the state.<\/li>\n\n\n\n<li>Extended i-frames when players enter DBNO and when they recover from DBNO.<\/li>\n\n\n\n<li>Heavy melee attacks now do the same damage as shield penetrating attacks.<\/li>\n\n\n\n<li>Holding right click after successful parry should take you back to blocking state with sword, dagger and dual blades.<\/li>\n\n\n\n<li>Updated Daggers, Swords and Dual Blades to return 25 stamina to the player on successful parry.<\/li>\n\n\n\n<li>Tuned melee soft-lock for both controller and mouse &amp; keyboard.\n<ul class=\"wp-block-list\">\n<li>On a controller, it will no longer use the camera orientation to influence target selection.<\/li>\n\n\n\n<li>On mouse &amp; keyboard, it will be more respectful of direction input.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Melee soft-lock now triggers only on attacking or getting hit by an NPC, not just on getting close to them.<\/li>\n\n\n\n<li>Made player character rotate more quickly towards enemy attackers when blocking.<\/li>\n\n\n\n<li>Central Stamina Bar will now be shown when the players engages melee soft-lock vs a target.<\/li>\n\n\n\n<li>Added slower melee opening attack for NPCs making them easier to parry.<\/li>\n\n\n\n<li>Parry window duration increased from 0.25 to 0.33s for swords, daggers, and dual blades.<\/li>\n\n\n\n<li>Decreased the range where NPCs can trigger the Suspensor Blast ability, forcing them to get closer to their target Adjusted NPC stamina and dash costs to the following standards:\n<ul class=\"wp-block-list\">\n<li>Copper to Aluminum tier enemies are able to dash out of any stagger effect once before running out of stamina. After they dash out of a stagger effect, the next attack against them will put them into second wind, making them completely vulnerable to attack for a time.<\/li>\n\n\n\n<li>Duraluminum and Plastanium tier enemies are able to dash out of basic stagger effects twice and ability-inflicted stagger effects once before running out of stamina. This allows higher tier enemies to provide more of a combat threat against simple staggering attacks, but countering ability usage will cost them their entire stamina pool, leaving them vulnerable to follow up attacks once damaged.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Reworked basic combat encounter experience around new engagement circle. This means that when in combat situations where you\u2019re surrounded by NPCs, the experience should be smoother and more engaging with tweaked NPC behavior. Try it out!<\/li>\n\n\n\n<li>Endgame bosses are now immune to damage before the fight starts to address possible exploits.<\/li>\n\n\n\n<li>Added health bars to boss fights from the main story.<\/li>\n\n\n\n<li>Removed Suspensor Grenade ability from most NPCs.<\/li>\n\n\n\n<li>Decreased Assault enemies health by 15%.<\/li>\n\n\n\n<li>Reduced the amount of damage Plastanium-tier enemies deal with melee weapons by ~20%.<\/li>\n\n\n\n<li>Low tier rushers no longer do lunge attacks.<\/li>\n\n\n\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Decreased number of NPC ads in certain boss fights when players are in a group of 4.<\/li>\n\n\n\n<li>Changed the cooldown for The Old Quarry boss fight minion anti-air projectiles.\n<ul class=\"wp-block-list\">\n<li>Previously, the cooldown was of 1 second and calculated per-group. From now on, it is calculated per individual NPC and changed to a range between to 7.5s-10s.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Increased suspended travel ability cooldown (from a flat 8s to a range between 10s-12.5s) in the Old Quarry boss fight.<\/li>\n\n\n\n<li>Reduced the accuracy of Heavy type NPCs at long ranges.<\/li>\n\n\n\n<li>Increased the accuracy of Heavy type NPCs at short ranges.<\/li>\n\n\n\n<li>Increased the accuracy of Marksman type NPCs at long ranges<\/li>\n\n\n\n<li>Reduced the accuracy of Marksman type NPCs at short ranges where they use their sidearm.<\/li>\n\n\n\n<li>Combat tactics of NPCs using ranged weapons improved when fighting indoors. Their use of cover is improved.<\/li>\n\n\n\n<li>Improved collision and pathing in combat spaces, such as NPC camps and bases, in Hagga Basin South and Vermilius Gap.<\/li>\n\n\n\n<li>Adjusted the number of NPCs in camps and bases for a smoother combat experience.<\/li>\n\n\n\n<li>Revised all weapons&#8217; crosshair scaling under sustained fire so they visually better match existing accuracies at effective range.<\/li>\n\n\n\n<li>Increased the despawn time of muad&#8217;dib corpses from 10 seconds to 60 seconds. (You\u2019re welcome, Mojo)<\/li>\n\n\n\n<li>Worked on providing aim assist settings for the controller experience.<\/li>\n\n\n\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Added settings for toggling Melee Proximity Auto Lock and Melee Target Mouse Aim Selection.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Deep Desert &amp; Landsraad<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>The Lost &amp; Found contract now rewards Buggy modules.<\/li>\n\n\n\n<li>Removed confusing map marker during the scan for signs of the missing agent step of the Lifecycle of Cacti Landsraad mission.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Worldbuilding and Exploration<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Adjusted Radiation zones in Testing Station 89 to properly fill the rooms.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Story, Journey and New Player Experience:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Players will no longer have an option to request a reward when they\u2019ve not earned one from Landsraad envoys.<\/li>\n\n\n\n<li>The journey step to build a Sandcrawler will now be completed only if the Sandcrawler is fully built and not when just the vacuum or centrifuge is added to the chassis.<\/li>\n\n\n\n<li>Tweaked tutorial that explains death consequences for more clarity of death cost.<\/li>\n\n\n\n<li>Tweaked order of some contracts player get in Hagga Basin to improve player path.<\/li>\n\n\n\n<li>Made Holtzman Amplifier easier to find in &#8216;Wrecking Crew&#8217; contract.<\/li>\n\n\n\n<li>Changed the way dodge is tutorialized through a combat encounter that better mirrors what players will experience in gameplay.<\/li>\n\n\n\n<li>Added multiple tutorials to better communicate when multiplayer grouping can start, as well as what multiplayer features exist for players.<\/li>\n\n\n\n<li>Tweaked early journeys\/contracts to better guide players to to all class trainers.<\/li>\n\n\n\n<li>Changed trigger of Construction Modes tutorial to happen later.<\/li>\n\n\n\n<li>Added new tutorial for death consequences.<\/li>\n\n\n\n<li>Added new grouping tutorials.<\/li>\n\n\n\n<li>Added timers to all tutorials which do not end in a natural way.<\/li>\n\n\n\n<li>Added a hint for sprinting following the walk hint at ornithopter crash site in Hagga Basin South.<\/li>\n\n\n\n<li>Updated the Hagga basin South Journey (A New Beginning) to include the base reconstruction tool as part of relocating to Vermillius Gap.<\/li>\n\n\n\n<li>Removed &#8220;Fremen Finds&#8221; contract from the Scrap Mettle contract chain.<\/li>\n\n\n\n<li>Added a new tutorial text for the overland map to better explain its function.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">User Interface:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Enabled grade selector for weapon schematics in the Exchange.<\/li>\n\n\n\n<li>Rephrased the description for &#8220;Lock&#8221; sprint option to better describe how it functions.<\/li>\n\n\n\n<li>Added full Dpad support.<\/li>\n\n\n\n<li>Removed the unique UI screen for equipping abilities &amp; techniques.<\/li>\n\n\n\n<li>Adjusted the Thopter Pilot Mask customization icon to look more like the model.<\/li>\n\n\n\n<li>Added sand gradient lines in the player menu UI when players are aligned to a faction.<\/li>\n\n\n\n<li>Quick Swap:\n<ul class=\"wp-block-list\">\n<li>Renamed favorite feature to be quick swap.<\/li>\n\n\n\n<li>Added reminder text in the inventory about the quick swap feature.<\/li>\n\n\n\n<li>Added new tutorial for quick swap feature.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Changed default values for the radial wheel settings:\n<ul class=\"wp-block-list\">\n<li>Controller Axis Reset Delay &#8211; changed from 0.5s to 0.25s.<\/li>\n\n\n\n<li>Controller Forget delay changed to be flick and remember mode by default.<\/li>\n\n\n\n<li>Controller forget delay values changed from 250ms to 375ms when in flick and forget mode.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Added input hint to the HUD when blood extractor is equipped.<\/li>\n\n\n\n<li>Removed acceleration from the virtual cursor to improve its responsiveness.\n<ul class=\"wp-block-list\">\n<li>Due to this the default virtual cursor speed has been reduced (2500 -&gt; 1500) and the speed when moving over interactable UI elements has been increased (50% speed -&gt; 65% speed).<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Increased the map scroll speed when using a controller.<\/li>\n\n\n\n<li>Added input hint next to chat when active<\/li>\n\n\n\n<li>Improved visual feedback on the journey UI elements<\/li>\n\n\n\n<li>Improved visuals for showing which building mode is shown and hints follows the modes.<\/li>\n\n\n\n<li>Updated hover and pressed visuals for various buttons.<\/li>\n\n\n\n<li>Updated visual feedback on swatch elements in customization UI.<\/li>\n\n\n\n<li>Duplicate entry of aim assist added to accessibility setting page.<\/li>\n\n\n\n<li>Updated popups which require text to be entered before confirming like deleting character, to no longer be required on controller and instead only require to hold the input.<\/li>\n\n\n\n<li>Changed how text chat and text boxes activates virtual keyboard when on controller.\n<ul class=\"wp-block-list\">\n<li>Now it requires an input to activate on any text input field, focus no longer auto activates the virtual keyboard.<\/li>\n\n\n\n<li>The hint to activate will display in the text field when it&#8217;s possible to do so.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Updated the orders of settings menu options.<\/li>\n\n\n\n<li>Updated crafting menu to not have the info card overlap the crafting buttons.<\/li>\n\n\n\n<li>Updated radial wheel to show any assigned quick swap item with an icon.<\/li>\n\n\n\n<li>Updated the quick swap UI on HUD to show even if there&#8217;s no quick swap item assigned.<\/li>\n\n\n\n<li>Added input hints to the welding torch HUD for detach and repair modes.<\/li>\n\n\n\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Added a notification in Hagga Basin informing about Sietch and bases\/vehicles location.<\/li>\n\n\n\n<li>Improved navigation when moving between set grid and favorites list in the build menu when using a controller.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Graphics, Animations, and VFX:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><img decoding=\"async\" width=\"auto\" height=\"20\" src=\"https:\/\/funcominc.atlassian.net\/gateway\/api\/elements\/emoji\/4b1d2cb9-f4e6-4a06-89b0-d6c23d9917e7\/1f91d\/path?scale=MDPI\" alt=\":handshake:\" title=\"\"> Two new face tattoos are now available for your character: Sandworm&#8217;s Eye and The Maker&#8217;s Markings. These tattoos were designed thanks to the input of our community during our First Anniversary livestream. You can <a href=\"https:\/\/www.youtube.com\/watch?v=u7cTuuM45uQ\" target=\"_blank\" rel=\"noopener\">watch the VOD here<\/a>!<\/li>\n\n\n\n<li>General optimization on lighting, materials and visual effects across the game.<\/li>\n\n\n\n<li>Reduced intensity of stagger swirl VFX during second wind.<\/li>\n\n\n\n<li>Minimized issues with sorting of the cave membranes.<\/li>\n\n\n\n<li>Reduced the strength of motion blur when flying at high speeds.<\/li>\n\n\n\n<li>Reduced collision complexity inside caves, lowering the physics simulation cost in those areas.<\/li>\n\n\n\n<li>Replaced complex per-mesh colliders with simpler blocking volumes where precision is not needed, reducing collision overhead.<\/li>\n\n\n\n<li>Reduced the number of individual collision shapes per asset, simplifying their geometry for the physics engine.<\/li>\n\n\n\n<li>General improvements to navigation and the overall physics scene.<\/li>\n\n\n\n<li>Improved animation polish and visual quality on multiple Cinematics from Chapter 1 to Chapter 3.<\/li>\n\n\n\n<li>Added cloth simulation to The Jackal character during cinematics, giving him proper flowing cloth behavior.<\/li>\n\n\n\n<li>Updated the bash (shove) animation for assault rifles to be more impactful and fluid.<\/li>\n\n\n\n<li>Reduced movement snapping that could occur when transitioning out of idle stances while strafing.<\/li>\n\n\n\n<li>Updated the melee bash animation for underslung weapons, with new attack animations also applied to NPCs.<\/li>\n\n\n\n<li>Updated stagger animations for all weapons and tools for improved visual feedback when taking hits.<\/li>\n\n\n\n<li>Improved the stop animations when transitioning out of the melee ready walk state.<\/li>\n\n\n\n<li>Removed climbable collision from the Festive Tree Decoration, so it consistent with other hologram decorations.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Audio:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Updates to general reverb and audio processing on dialogues.<\/li>\n\n\n\n<li>Haptics and rumble tweaks for controllers.<\/li>\n\n\n\n<li>Updated sound attenuation on collapse grenade.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">FIXES<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">Technical and stability:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an occasional crash when moving items from the inventory to the player loadout.<\/li>\n\n\n\n<li>Improved performance and memory on the client when surrounded by a lot of buildings.<\/li>\n\n\n\n<li>Q52 Error related to expired\/invalid tokens is no longer displayed for submitting an incorrect server password.<\/li>\n\n\n\n<li>Fixed P83 error &#8211; trapped in Overland map after quitting to Main Menu\/Game from a map that allows the spawning of ground vehicles, when the player entered the map with a ground vehicle harnessed to their transport ornithopter.<\/li>\n\n\n\n<li>Fixed an issue where a single failure from a Steam request meant the DLC content wasn&#8217;t available to impacted players.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Resources, Building, and Crafting:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed the icon on the Smuggler&#8217;s building set Angled Roof Corner 2 to be better representing the resulting visuals.<\/li>\n\n\n\n<li>Renamed the Rounded Window 2 building piece of the CHOAM Facility set to Rounded Window since there&#8217;s now only one rounded window.<\/li>\n\n\n\n<li>Fixed an issue that caused the Atreides Wide Passageway and Water Shipper Wide Passageway to be considered as a door instead of a building piece for building limitations.<\/li>\n\n\n\n<li>Renamed the Rounded Window building piece of the CHOAM Facility set to Rounded Wall 3 since it has no windows.<\/li>\n\n\n\n<li>Scattergun Rampage Enhancement augmentation can now be applied to Drillshot FK7 type weapons as well as GRDA44 type weapons.<\/li>\n\n\n\n<li>Fixed an issue where the Spice Refinery crafting interface would not update under certain circumstances.<\/li>\n\n\n\n<li>Fixed an issue where the placement checkbox for the Contemplation Tea House Wall Relief was offset, preventing it to be hung low on walls and protrude through objects when placed high.<\/li>\n\n\n\n<li>Fixed an issue where players couldn\u2019t walk through the Water Shippers garage door.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Combat:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Addressed an issue where weapon swapping queuing via radial wheel didn&#8217;t work correctly when players were stunned.<\/li>\n\n\n\n<li>Addressed an issue where heavies were not melee swinging their weapon often enough when players were in close proximity to them.<\/li>\n\n\n\n<li>Fixed an issue where swapping between weapons could retain the accuracy or crosshair accuracy of the previous weapon.<\/li>\n\n\n\n<li>Fixed an issue where a queued weapon swap action was cleared when getting knocked back or performing a dash or any other ability.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Vehicles:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue where the boosters on the Water Shipper Ornithopter variant could not be interacted with using the repair tool.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Deep Desert &amp; Landsraad<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue where Landsraad Missions could occasionally grant items multiple times.<\/li>\n\n\n\n<li>Fixed an issue that caused the Landsraad Crafting Vendor tutorial to pop up after traveling to Arrakeen instead of near the vendor.<\/li>\n\n\n\n<li>Addressed an issue where the last step of &#8216;Dead men tell no tales&#8217; Landsraad mission was always visible.<\/li>\n\n\n\n<li>Addressed an issue where in the &#8216;Field Testing&#8217; Landsraad mission, the mine buggy steps could not be completed out of order.<\/li>\n\n\n\n<li>Players should no longer be stuck on the &#8220;Craft a solido dissembler&#8221; step of the Phasedancers Landsraad mission if they disconnect during the crafting.<\/li>\n\n\n\n<li>Players can now exit blood doors in Testing Station 44 after all waves have been defeated in selected rooms.<\/li>\n\n\n\n<li>Blocked NPCs from being able to pass through a pentashield key door placed on the floor in a Deep Desert Ecolab, which would require Players to get the key and pass through the door to kill the NPC and complete the encounter.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Worldbuilding and Exploration<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Cleaned up several collision issues around Smugglers Run.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Story, Journey and New Player Experience:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Addressed an issue where the player would A-pose while in conversation with the Dashing Nobleman in the Wreck of Hephaestus<\/li>\n\n\n\n<li>Addressed issues where the camera would briefly show a gameplay scene during a cinematic in Outside the Law.<\/li>\n\n\n\n<li>Fixed an issue that prevented the &#8220;Harvest Spice&#8221; journey step from completing when harvesting Spice.<\/li>\n\n\n\n<li>Fixed a bug that allowed players to get into a fly camera after dying to the sandworm for the first time.<\/li>\n\n\n\n<li>Fixed an issue where Derek Chinara was invisible in various testing station locations if the contract was canceled while at the final step.<\/li>\n\n\n\n<li>Fixed an issue where Campos Demari would expect a payment of 4000 Solari instead of 3000 as stated in the dialogue during the contract &#8220;Cleansing of Kara Valk&#8221;.<\/li>\n\n\n\n<li>Removed incorrect mentions of a certain NPC being in Arrakeen when speaking to Thufir Hawat about betraying Harkonnen at lower ranks.<\/li>\n\n\n\n<li>Fixed an issue where the faction journey step &#8220;Choose a side&#8221; would stay open even after players had chosen to partner with either side.<\/li>\n\n\n\n<li>Fixed an issue where killing NPCs away from their camps during False Flag Strike would not count the kill.<\/li>\n\n\n\n<li>Cassian and Leon in the Blushing Caverns now respawn faster.<\/li>\n\n\n\n<li>Addressed issue where cave in Hagga Basin South had a checkpoint when it shouldn\u2019t have been there.<\/li>\n\n\n\n<li>Fixed an issue with betrayal contracts being cancellable.\n<ul class=\"wp-block-list\">\n<li>These would block any progression with the current faction as soon as they were accepted, but would still be cancellable through the contract menu.<\/li>\n\n\n\n<li>An additional disclaimer text has also been added to the betrayal journey card.<\/li>\n\n\n\n<li>Any players who have started a betrayal contract and cancelled them need to go back to the faction sponsor they picked up the contract from and accept it again to finish the betrayal.<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>The corpse of the Syndicate Boss in &#8220;Secrets of the Syndicate&#8221; can no longer be picked up, as it resulted in the contract item being lost in some cases.<\/li>\n\n\n\n<li>Fixed an issue where players who had completed all faction journeys were still at Rank 4.<\/li>\n\n\n\n<li>Fixed an issue where HUD elements would disappear after the dialogue with Dhood Shazz during &#8220;The Janusian Faithful&#8221; quest.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">User Interface:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Sevral typos have been fixeded.<\/li>\n\n\n\n<li>Fixed an issue that prevented item cards from showing info on first hover.<\/li>\n\n\n\n<li>Fixed an issue where auto run could not be turned off after exiting a vehicle.<\/li>\n\n\n\n<li>Addressed issues with the description of the Bulwark Gloves and Executor\u2019s Gauntlets.<\/li>\n\n\n\n<li>Fixed password being repeatedly requested when a correct password was supplied while in-game.<\/li>\n\n\n\n<li>Fixed an issue where the speed of scrolling through the map with a controller would differ across different resolutions.<\/li>\n\n\n\n<li>Fixed a bug where mic icons that did not indicate anything was showing next to party members on the HUD<\/li>\n\n\n\n<li>Fixed text overlapping UI in the base backup tool.<\/li>\n\n\n\n<li>Fixed a bug where emote icons showing on the notification UI in the HUD had the wrong color.<\/li>\n\n\n\n<li>Fixed a bug where placeholder text was showing in the specialization menu on first visit before unlocking it.<\/li>\n\n\n\n<li>Fixed a bug on Landsraad faction banner that caused oversizing.<\/li>\n\n\n\n<li>Removed hardcoded text which could display an incorrect time on the crafting queue under certain conditions.<\/li>\n\n\n\n<li>Fixed an issue where the tittle screen only accepted X\/A on controllers.<\/li>\n\n\n\n<li>Fixed an issue where &#8220;Waiting for server to respond&#8221; would be displayed when traveling to DD for the first time after a build update.<\/li>\n\n\n\n<li>Fixed rare instances where a white screen with placeholder text would be displayed during loading screens.<\/li>\n\n\n\n<li>Fixed an issue where Variant or Swatch info boxes would be stuck on the screen when switching from the Customization to the Map menu.<\/li>\n\n\n\n<li>Fixed an issue where one of Simone von Konig&#8217;s contracts wasn&#8217;t tracked in HUD after accepting it.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Graphics, Animations, and VFX:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed an issue that would cause all types of explosion to be pink.<\/li>\n\n\n\n<li>Fixed an issue with Explosive Grenades not having its explosion effect if triggered beyond a certain distance from the player.<\/li>\n\n\n\n<li>Addressed an issue with ambient lighting in the first combat room of Testing Station #152.<\/li>\n\n\n\n<li>Fixed an issue where cancelling certain abilities would cause the player&#8217;s arm to snap to the wrong direction.<\/li>\n\n\n\n<li>Fixed an issue where Harkonnen civilian guards in Harkonnen RiftWatch were patrolling with their weapon clipping through their chest; combat animations are now correctly applied to all guards.<\/li>\n\n\n\n<li>Fixed erratic physics movement on the Ponytail hairstyle when wearing the Sardaukar Bator Body variant.<\/li>\n\n\n\n<li>Fixed an issue where the Atreides Tall Door&#8217;s metal panels would flip orientation on their first animation after being placed.<\/li>\n\n\n\n<li>Fixed an issue where the sword unequip animation would pop or snap abruptly at the end of the motion.<\/li>\n\n\n\n<li>Fixed an issue where the High Ponytail hairstyle would stretch downward while crouching with a melee weapon equipped.<\/li>\n\n\n\n<li>Fixed an issue where Dual Blades would clip visibly through the player&#8217;s hip when holstered on a Sandbike.<\/li>\n\n\n\n<li>Fixed an issue where the character&#8217;s lower body would clip through the Smuggler Heavy Armor Jacket variant in various poses.<\/li>\n\n\n\n<li>Fixed the issue with Dune Man wall that stopped players to climb over it from one side.<\/li>\n\n\n\n<li>Serene Tea House Wall Relief is not clipping with Walls anymore.<\/li>\n\n\n\n<li>Fixed Dew Reaper hand placement during harvesting.<\/li>\n\n\n\n<li>Fixed an animation bug where the player would slide when rotating in place.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">Audio:<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Fixed a bug in regards to missing jump and landing sounds when having a weapon equipped.<\/li>\n\n\n\n<li>Audio priority fix for a bug with certain weapons not always getting prioritized correctly.<\/li>\n\n\n\n<li>Adjusted repetitive music layers in the O&#8217;odham region.<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>Greetings Sleepers, Patch 1.5.1.0 is now available on t [&hellip;]<\/p>\n","protected":false},"author":20,"featured_media":40400,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"footnotes":""},"categories":[164],"tags":[],"class_list":["post-40394","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-patch-notes"],"acf":[],"_links":{"self":[{"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/posts\/40394","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/users\/20"}],"replies":[{"embeddable":true,"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/comments?post=40394"}],"version-history":[{"count":6,"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/posts\/40394\/revisions"}],"predecessor-version":[{"id":40419,"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/posts\/40394\/revisions\/40419"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/media\/40400"}],"wp:attachment":[{"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/media?parent=40394"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/categories?post=40394"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/duneawakening.com\/zh-hant\/wp-json\/wp\/v2\/tags?post=40394"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}