Dune – Spice Wars : bêta, premier patch majeur et trailers

En bref. Ce prometteur jeu hybride, mi-STR mi-4X prenant pour cadre l’univers de Dune est arrivé en Accès anticipé à la fin d’avril dernier, et a bénéficié aujourd’hui d’une première mise à jour importante. Jugez-en avec la longue liste de changements et d’améliorations diverses ci-après. Voilà qui est bon signe, même si comme on le devine il va encore falloir patienter un certain temps avant que le développement soit “fini”.

A noter que si le jeu a reçu de très bon échos depuis sa sortie, tant mieux, on attend toujours la feuille de route des futures mises à jour évoquée lors du lancement.

Pour plus d’informations sur Dune: Spice Wars, dont la durée de la phase Early access n’est pas encore connue, voyez cette page sur Steam et le site officiel. Ainsi que la vidéo suivante qui montrait il y a quelques mois un aperçu du gameplay.

 

Communiqués

Dune: Spice Wars – Community Update #1 Out Now!

Hey Everyone!

Community Update #1 is now live! With this update, we have made a number of changes based entirely on the feedback and suggestions of our players since launch, bringing a ton of new content, reworks, bug fixes and more to the game ahead of our next major update (Multiplayer)!

Check out the full list of changes below…

New features

New 10k hegemony bonuses for every faction
Atreides: Permanent prod bonus upon being elected for a positive resolution
Harkonnen: Can convert captured agents
Smugglers: Can build Underworld Headquarters in enemies’ main bases with new buildings
Fremen: Can build special buildings in allied Sietches
Unit actions queue system (Shift + Right Click)
Combat view (F3)
Drones now beep boop
New click feedback for actions with associated colors
Auto pause when opening menus (can be turned off in game options)
Added the option to remove communication requests

New special region – White Rift
New special region – Acid Lake
New Underworld Headquarters buildings (Workers Guild, Weapon Dealers, Activist Quarters)
Retake of some units’ blocking radius to match with their unit size and reinforce their role in the roster
Oppressed trait is removed upon rebellion
Marauder Camp discovery
Development Advanced Thumpers (Fremen)
Village building (Investment Office)
Harsher penalty for losing too much Landsraad Standing
Mission complications UI rework
Alert for the Council Speaker when they are allowed to reroll resolutions
Kulon Caravan death animation
Confirm prompts when clicking a button in the escape menu might make you leave your current game
Can no longer miss click and exit selection when choosing a target for missions, worm riding or shuttles
New input to cancel current unit actions (C by default)
Any faction can contest an occupation
Agent traits Mentats and Suk Doctors now have distinct visuals on the agent’s portrait
New icons
Relation loss with targeted faction when a mission is detected
Standing loss when you attack a main base
Ornis now boost escorted harvesters for all factions but fremen
Option menu reload create its own new save slot
No longer see faction specific unlock conditions when playing another faction
Spying window header (unify all windows)
Auto remove outdated traits from structure village traits (for old saves)
Shuttles now fly at random heights for a more organic fleet look
Escorting units with an ornithopter is now correctly supported
Visual Effect for ornithopter escort
Agent traits are now active even when agents are unassigned (but not when captured)

Reworks

Load and Save game menus to be easier to use and allow custom names
Economic dev tree
Ranged units and projectiles impact position is more directional (better combat readability and spectacle)
Rebellions no longer try to liberate the village and only occupy it instead, until someone makes them stop
Worm riding is cleaner and more fluid
Black Market & Settled Hiereg discoveries
Sandstorm effects
Paracompass development
Weapons Facility building (Smugglers main base building)
Combat drugs adjustments
Hegemony victory is now 30 000
AI will stockpile spice a little bit less often
AI targeting balance
Agents timer is less exponential
New Sandworms detection, roaming and attack delay values
Infiltrator 40 power on first hit
Discovery rewards and time to complete adjustments
Ornithopters cost less solaris
Spying operations infiltration requirements new values
Council Eye now gives +2 max agents and given agents are now taken to compute total agents; they can’t be dismissed or captured
Vibrations (less vibrations generated while in combat)
Craft workshop rework
Improved AI recon

Fixes

Ornithopters sometime did not listen to a direct recon order and simply moved instead
Missile batteries don’t target shuttles anymore
Locals units’ factions are now more lore friendly
Army models possibly not removed from their army (#Kulons)
Iakin Nefud was refunding more for AI
Long freeze when opening pause window
Terrain deformations around main bases
Military units will now automatically join nearby sieges when they are idle
House guards passive could be bypassed by some damage types such as the combat drugs DoT
Crash when trying to display multiple saves
Set the “add to selection” action to same input as shift queue
Allow pause space rebind, allow to pause via “PauseBreak” button
Input key names are now limited in width
A faction under NonAggression Pact cannot contest an occupation of the other part
Crowd manipulation can’t be launched on a village while it’s militia is out
Updated the report bug link

Units:

Stealth Drone health 200 > 100
Stealth Drone power 12 > 15
Stealth Drone armor 2 > 1
Stealth Drone range increased
Stealth Drone upkeep reduced
Fedaykin armor 4 > 3
Elite Militia power 15 > 14
Mercenaries melee > range
Mercenaries passive now works on enemy kill (was working on ally before)
Mercenaries health 500 > 400
Mercenaries armor 3 > 2
Mercenaries training time reduced

Also a lot of balancing, quality of life, fixes and changes that could not be listed here

Keep the feedback and suggestions coming, they’re gonna be invaluable as we continue to develop the game over Early Access and of course, thank you all for your feedback since launch which has helped us compile this update!

Stay tuned, as we’ll have a roadmap to share with you all later this week and more news on upcoming updates over the coming weeks…

Shiro Games

 

Now Available in Early Access

We are proud to announce that Dune: Spice Wars has entered into Early Access and is available to buy now on Steam!

Check out the launch trailer

After over 2 years of work, Dune: Spice Wars has finally launched into Early Access and we are unbelievably excited to have the opportunity to share our game with you all and work alongside you to develop and improve it over the coming months.

Development Plans/Roadmap

For the initial stages of the Early Access period we are going to focus on working alongside you all to identify which areas of the game need improvement, expansion or iteration and from this we plan to outline a developmental roadmap that will detail exactly what’s is to come and when you can expect it. We’ll keep you updated on this front!

While Spice Wars launches with more than enough content to sink hundreds of hours into, we have so much more in the pipeline and we can’t wait to share it with you all.
Bug Reporting

All feedback and bug reports are absolutely invaluable at this time and will be paramount in our efforts to ensure that Dune: Spice Wars not only meets, but exceeds the lofty expectations of the community that has grown around this legendary franchise and will continue to grow alongside our game.

As such, please submit any bug reports to our dedicated bug reporting platform HERE.

And provide your feedback either on the Steam Forums or via our Discord which can be found HERE.