Dune: Awakening cover
Dune: Awakening screenshot
PC PS5 Series X Steam
Genre: Role-playing (RPG), Adventure

Dune: Awakening

Accessing The In-Game Radio and Other Tips

[p]Greetings Sleepers, [/p][p]Dune: Awakening is a big game with a lot of features, so to help make sure you don’t miss anything, we’ve collected some useful tips and tricks for you. [/p][p][/p]

In-Game Radio 

[p]Listen to the official House Harkonnen and House Atreides radio channels for propaganda and the most popular entertainment. There’s even a channel for the common Dune Men of Arrakis. It helps to take the mind off the constant possibility of death. [/p][p][/p]


Switch Emotes 

[p]Put your fellow survivors at ease with a wave and thumbs up before inviting them into your Deathstill. [/p]

Customize Gear Swatches 

[p]Practicality is important when it comes to your gear, but why not also stand out with your own color scheme? [/p]

Customize Vehicle Swatches 

[p]Vehicle colors can also be customized to your liking. [/p]

Vehicle Storage 

[p]Access your vehicle’s storage from any storage container. [/p]

Momentum and Suspensors 

[p]Combine abilities and suspensors to leap chasms, scale the tallest peaks, and float elegantly into the sandworm’s gaping maw. [/p]

Refuel Generators Quickly 

[p]Your base needs power like you need water. [/p]

Dune: Awakening - 1.1.15.0 Hotfix

[p]Hey Sleepers,[/p][p]This hotfix requires a client-side download. Remember to restart your Steam client if the download does not appear automatically for you. Servers will be coming back up shortly.[/p][p][/p][p]For the list of known issues, please visit our Discord server or Steam discussion boards.
[/p]

FIXES

[p][/p]
  • [p]Improved client and server stability.[/p]
  • [p]Fixed an issue where players who disconnected or crashed during a respawn on a different map or server would get a timeout error, preventing them from accessing the game.[/p]
  • [p]Fixed a rare issue where using vulture mode to cross sector borders in the Deep Desert could cause the ornithopter to fall beneath the terrain and be lost.[/p]
  • [p]Fixed an issue where sometimes components could fail to spawn in Deep Desert loot.[/p]
  • [p]Fixed an issue that allowed using rockets to target players out of sight.[/p]

Developer Update

[p]Hello Sleepers, [/p][p]This letter begins with an apology. [/p][p]On Monday the 7th of July, we patched out a layout change to the Deep Desert which caused several areas of the PvE Deep Desert to become PvP enabled. This was an oversight in our development process and internal communications, which led to people suffering an unfortunate amount of lost bases and equipment. [/p][p]This change was intended to only occur with the next Coriolis cycle and not impact the ongoing cycle. [/p][p]We’re incredibly sorry that this happened and we want to acknowledge that this should have been handled better. We’ve changed our internal processes as a result of this and will be better in the future. [/p][p]We are working to reimburse vehicles and items (to the best of our ability) to players who were impacted by this. You can expect the reimbursed materials, items, and vehicle components to show up in the in-game 'Claim Rewards' tab by the end of this week. [/p][p] [/p][p]Moving Forward [/p][p]As we approach the end of the launch phase, we wanted to take a moment to discuss some of the other issues that are happening in the game. [/p][p]Our primary focus, which continues over the next weeks and months, will be to remove all identified exploits (third party cheat engines, client hacks, or in-game exploitation of game mechanics). In addition, we will be hard at work improving the game, adding quality of life features, and addressing critical gameplay issues.   [/p][p]We have zero tolerance for the type of player behaviour that has an impact on the experience of other players, and we will continue to focus on ensuring that players can enjoy the game as it is intended.  If you see someone cheating or exploiting, please report them to us using the available channels.[/p][p]We’ve taken action on several hundred players who have abused exploits, cheats and hacks, and there will be more waves of bans coming as we identify further culprits. [/p][p]In addition, we have fixed the following exploits thus far: [/p]
  • [p]Account/Permission spoofing [/p]
  • [p]Building Dismantle Item Duplication [/p]
  • [p]Increased Damage/Insta Kill attacks [/p]
  • [p]Vehicle Inventory/VBT Item Duplication [/p]
  • [p]Vehicle Ownership takeover [/p]
  • [p]Projectile weapon rapid fire (rockets from ornithopters) [/p]
  • [p]Durability Repair [/p]
[p]We have a team dedicated exclusively to fighting hackers and fixing exploits.  Over the next few patches, they will be introducing additional efforts to prevent exploits by increasing security on several client/server communication layer, performing additional penetration testing against common attack vectors, and auditing our item and inventory systems to make sure they are resistant to item duplication. [/p][p] [/p][p]Item & Vehicle Loss [/p][p]We apologize to people who have lost vehicles or other resources due to various bugs in the game. These events can be rather thorny to untangle because there is legitimate item loss due to game mechanics, which makes it difficult to identify item loss due to bugs. [/p][p]At launch we lacked the tooling and logging to identify and reimburse all circumstances of item loss. But we have been working on improving our tools so that we can better reimburse players for vehicle losses due to bugs. There is a backlog of customer support requests, so we beg your patience when waiting for tickets to be resolved.  Our aim is to resolve support tickets as quickly as we can, including tickets that were closed near launch when we weren’t able to properly reimburse players. If you have lost a vehicle to a bug and require assistance, please submit a ticket in game and include vehicle type, tier, and when/how you lost the vehicle. [/p][p]The development team has been also working to address the root causes of the item loss in game. We have a dedicated team focused on mitigating vehicle/item loss on server crashes, disconnects, server mesh transfers, and travelling between maps. [/p][p]To our players, we appreciate you and your continued support. We have a lot of exciting things planned for Dune: Awakening and, despite a few bumps in the road, we’re really excited for what the future holds. We hope you are as well! [/p][p]Sincerely Joel, Vlad, Scott, Ole and the Funcom team [/p][p] [/p]

Dune: Awakening - 1.1.15.0 Patch Notes

[p]Hey Sleepers,[/p][p]The following page will list patch notes for 1.1.15.0 and subsequent releases. Some of the patches below will take effect the moment they are deployed, while others may require a downtime. Please keep an eye for in-game service messages.[/p][p]Remember to restart your Steam client if the download does not appear automatically for you.[/p][p]For the list of known issues, please visit our Discord server of Steam discussion boards.[/p][p][/p]

FEATURES AND CHANGES

[p][/p]

Deep Desert, End Game, and Landsraad

  • [p]Tier 6 resources can now be collected across wider areas in the PvE part of the Deep Desert.[/p]
  • [p]We added an element of randomization to the respawn timer of unique loot containers in the Deep Desert.[/p]
  • [p]The plastanium tier crafting components were split up to drop based on the content location: Imperial Testing Stations, Caves, or Shipwrecks, with each of them dropping their own selection of components. Fallen Shipwrecks and Buried Treasure can drop components from any location.[/p]
  • [p]Added a chance of a different selection of Uniques drop in PvE loot in Deep Desert.[/p]
  • [p]The spawn rate of medium fields increased from 5 back to 8, and of the small spice fields increased from 22 to 30.[/p]
  • [p]The delay for leaving a PvP security zone increased from 5 to 30 seconds to prevent border camping and allow PvP players to protect their area.[/p]
  • [p]Changed Landsraad tasks to allow for Kill and Delivery Contribution to happen after the task has been completed but awarding only personal contribution. (i.e., which faction won and how many guild votes were awarded are unaffected by contributions made after the task was completed by one faction).[/p]

Other:

  • [p]Improved game stability.[/p]
  • [p]Reduced the cases where the sandworm can push vehicles under terrain.[/p]
  • [p]Added a new audio alert for the PvP zone change.[/p]
[p][/p]

FIXES

  • [p]Fixed an issue where the Harkonnen faction recruitment contract “Do you have what it takes?” could sometimes get stuck and couldn’t be completed if you exited the dialogue with Maxim Kazmir before selecting the line “It says here that you’re looking for recruits“ to complete the contract.[/p]
  • [p]Fixed an issue where contract rewards dropped on the ground if your inventory was full, which could lead to situations where you would miss them. Now rewards can only be claimed when there is enough space in your inventory.[/p]
  • [p]Fixed an issue where vehicle modules wouldn’t highlight properly after the player had applied a customization variant.[/p]
  • [p]Fixed an issue where the positioning of a pentashield surface could overlap with an existing pentashield surface.[/p]
  • [p]Fixed an exploit that would allow building a vehicle with items from another player's inventory.[/p]

Dune: Awakening - 1.1.10.0 Hotfix

[p]Hey Sleepers,[/p][p]This hotfix requires a client-side download. Remember to restart your Steam client if the download does not appear automatically for you. Servers will be coming back up shortly.[/p][p][/p][p]For the list of known issues, please visit our Discord server or Steam discussion boards.
[/p]

FIXES

[p][/p]

Technical and stability:

  • [p]Fixed an issue where the ornithopter inventory could get visually empty if a player traveled to Deep Desert, loaded the inventory, left the game, and logged back into Deep Desert.[/p]
  • [p]Fixed an issue where sometimes players were unable to travel from Arrakeen and Harko Village to the Overland Map.[/p]
  • [p]Fixed an issue where the player’s vehicle could disappear if the player got disconnected when traveling between Deep Desert servers.[/p]

Dune: Awakening - 1.1.10.00 Patch Notes

[p]Hey Sleepers,[/p][p][/p][p]This update requires a client-side download. Remember to restart your Steam client if the download does not appear automatically for you. Servers will be coming back up shortly.[/p][p]For the list of known issues, please visit our Discord server or Steam discussion boards.
[/p]

Highlights

  • [p]Sandworms now linger for a bit around spicefields that have been recently harvested from.[/p]
  • [p]Reduced the frequency of Harkonnen attacks on certain Atreides bases (and vice versa) in Hagga Basin.[/p]
  • [p]Main menu "Play Now" button has been set to filter out private servers.[/p]
  • [p]When streamer mode is active, map creator name is hidden if the player created the sinkchart. In addition, while in streamer mode, sector name in the Deep Desert is now hidden as well.[/p]
  • [p]In the exchange, items can now be listed from and claimed to the vehicle inventory of your Ornithopter.[/p]
  • [p]Improved interaction with vehicles. It should now be easier to enter them from different angles.[/p]
  • [p]We closed several vulnerabilities that could lead to increased combat damage.[/p]
  • [p]Fixed an exploit where you could repair all items to full durability.[/p]
  • [p]Fixed an exploit where a player could duplicate resources.[/p]
  • [p]Fixed an edge case issue allowing vehicles to pass through Pentashields unauthorized.[/p]
[p]Read the complete patch notes list here.[/p]

The Deep Desert Hotfix is Live!

[p]Greetings Sleepers, [/p][p]A new hotfix went live today, bringing changes to the Deep Desert, ornithopters, visiting other Sietches, and more! The full patch notes have already been released, but we’d like to highlight some of the changes here. [/p][p]If the download for the hotfix hasn’t appeared for you, please restart your Steam client. [/p][p][/p]

Deep Desert PvE-PvP Balance 

[p]As discussed in detail in the message from our Creative Director, this is the first iteration of the changes to the balance between PvE and PvP in the Deep Desert. As of right now, the PvE area has been expanded to include the southern half of the Deep Desert map. Pockets of PvP will remain within the new PvE zone for Control Points and Shipwrecks. [/p][p]With this change, we have also rebalanced resources in the Deep Desert somewhat, with density increasing the further north you go, including spice. Loot is overall more valuable and plentiful in the northmost PvP zones. Having said that, it’s important to note that the highest tier of resources are still available in the bottom half of the Deep Desert. [/p][p]We will continue monitoring how this plays out and continue iterating when and if needed. [/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/43cd155746ec1c07f6f7db1ef4a86c3fa7562d5c.jpg"][/p]

Ornithopters 

[p]Equipping a Rocket Launcher Module now decreases the top speed of Scout Ornithopters by 20% and 10% for Assault Ornithopters. We have more changes planned but this is in line with the goal of encouraging meaningful decisions about how you outfit your vehicles and choosing whether you want to be aggressive or not in PvP zones. [/p][p][/p]

Visiting Other Sietches 

[p]We have removed restrictions when visiting other sietches. Before, you could visit other sietches but you couldn’t claim land. Now, any player can go to any sietch in their World and claim land wherever they want (the max number of sub-fief consoles (3) remains unchanged). [/p][p]Additional Fixes [/p][p]In this hotfix, we have also brought a number of fixes and improvements addressing stability, combat, user interface, and more. [/p][p]  [/p][p]Thank you all for your continued feedback and bug reports, it’s very helpful! Check out the full patch notes to see all the changes. [/p][p]Seek the shade, Sleepers [/p]

Dune: Awakening - 1.1.0.17 Patch Notes

[p]Hey Sleepers,[/p][p]This hotfix requires a client-side download. Remember to restart your Steam client if the download does not appear automatically for you. Servers will be coming back up shortly.[/p][p][/p][p]For the list of known issues, please visit our Discord server or Steam discussion boards.
[/p]

FEATURES AND CHANGES

[p][/p]

Deep Desert:

[p]As outlined in A message from the Creative Director on PvE and PVP » Dune: Awakening, this hotfix will see the first iteration of the changes to the balance between PvE and PvP in the Deep Desert. Rest assured that we will continue to listen to your feedback and make adjustments in the future.[/p]
  • [p]The PvE area has been adjusted to encompass the entire southern half of the Deep Desert map.[/p]
    • [p]This means that players who have no interest in PvP should be able to find what they want without engaging in PvP. Imperial Testing Stations, caves, and so forth found in this area are thus now PvE.[/p]
    • [p]Control Points and Shipwrecks will, however, continue to be PvP throughout the entire map, which means you will find localized pockets of PvP within the PvE section still. Similar to how Shipwrecks are PvP in Hagga Basin.[/p]
  • [p]To retain the Risk vs Reward setup for the Deep Desert:[/p]
    • [p]The density of resources increases the further north you go. This includes high-density clusters of valuable resources.[/p]
    • [p]The largest spice fields will also spawn in the north.[/p]
    • [p]The majority of Control Points will exist in the northern part.[/p]
  • [p]As part of these changes, we have made some balancing adjustments in the Deep Desert:[/p]
    • [p]The lower half of the Deep Desert now offers PvE loot that is balanced toward shared loot and PvE activities. You may find better loot in the more dangerous PvP area located further north on the map. In the PvE area, for example, each player gets their own loot and can expect to receive one schematic. In the PvP area, loot is distributed on a "first come, first served" basis, with higher quantities of everything. Players can expect to find 2–6 schematics there, which are among the rarest.[/p]
    • [p]Plasteel plates can only be found in PvP zones. This line was inaccurate, since Plasteel plates can be obtained from crashing ships.[/p]
    • [p]The amount of active medium spice fields has been reduced from 8 to 5.[/p]
    • [p]The number of active small spice fields has increased from 20 to 22.[/p]
    • [p]The spawn rate of Titanium and Stravidium has been reduced in the PvE areas so that large quantities only spawn in the far-out PvP areas.[/p]
    • [p]The number of nodes in resource hotspots in the PvE part of the map has been reduced.[/p]
    • [p]The respawn time of Titanium and Stravidium has increased from 30 to 45 minutes.[/p]
  • [p]Some Imperial Testing Stations are still in the PvP region, and players who want all schematics available each week will want to visit both the PvP and PvE Imperial Testing Stations. Keep in mind the loot in them rotates each week, so even if you're not interested in PvP, you could obtain it at a later date if you're not able to trade for it or buy it off the Exchange.[/p]

Vehicles:

  • [p]We have begun work on the outlined changes to the Scout Ornithopters.[/p]
    • [p]Equipping a Rocket Launcher Module will now decrease the top speed of your Ornithopter.[/p]
      • [p]For Scout Ornithopters, the reduction is 20%.[/p]
      • [p]For Assault Ornithopters, the reduction is 10%.[/p]
    • [p]Infocards for the modules now reflect this change.[/p]
  • [p]Exiting ornithopters mid-air will now cause them to drop straight down instead of gliding away. This should decrease the chance that you lose your ornithopter upon disconnecting from the game or exiting by accident your ornithopter mid-air (yes, we have seen the videos).[/p]
    • [p]Known issue: There is an edge case that if your vehicle ends up in the quicksand you might not be able to interact with it if you are in the quicksand. The workaround is to try to get on top of the vehicle to interact with it. This will be fixed in the very next patch.[/p]

Visiting:

  • [p]We removed the restrictions when visiting other sietches.[/p]
    • [p]Before this change, players had their “home” sietches, and could visit other sietches in their world but couldn’t claim land. Now, any player can go to any sietch in their world and claim land wherever they want.[/p]
    • [p]Players can also place respawn beacons on any sietch in their world.[/p]
  • [p]As a result of this change, the home icon on the server selection screen, which previously indicated your home server, now indicates on what server you have a base. Similarly, a vehicle icon shows where you have vehicles.[/p]

Technical and stability:

  • [p]Increased game stability.[/p]
  • [p]The latest NVIDIA driver was added to the GPU driver check at the game launch.[/p]

Other

  • [p]We have introduced Player Reporting, allowing players to now report other players' messages from the text chat or report players from the Inspect menu on players.[/p]
[p][/p]

FIXES

Technical and stability:

  • [p]As a continuous effort, we have closed several exploit vulnerabilities.[/p]
  • [p]Fixed an issue where a specific type of network issue would cause players to be stuck in an infinite loading screen.[/p]
  • [p]Fixed an issue where some players could experience a client freeze when traveling between Deep Desert servers.[/p]

Combat:

  • [p]Fixed an issue where players performing a melee attack could get obstructed by corpses lying on the ground.[/p]

User Interface:

  • [p]Fixed an issue where the guild faction alignment was not localized on the Guild Overview tab.[/p]
  • [p]Fixed an issue where players could encounter a black screen if they skipped the cinematic at “The Wreck of the Hephaestus”.[/p]
  • [p]Fixed an issue where several Sandbike research schematics failed to mention the Imperial Testing Stations as the primary source.[/p]

Travel:

  • [p]Fixed an issue where players could use an ornithopter pilot service to fly from the cities to Hagga Basin if they had arrived in a city with their ornithopter.[/p]

Miscellaneous:

  • [p]You will no longer lose learned emotes when respec'ing your skill tree.[/p]

1,000,000 Players Awakened!

[p]Greetings Sleepers, [/p][p]Dune: Awakening launched June 10th and 1,000,000 players have awakened! It’s now Funcom’s fastest selling game ever. To put it into perspective, it took Conan Exiles one year to reach this number. We’re truly humbled and thankful for this reception. [/p][p]It must also be noted that you certainly don’t live up to your title, because you have been busy since launch. [/p][p]Launch has been a Coriolis storm, and we’re still riding that mighty gale. We have seen so many amazing things from all of you – the bases, the close calls with Shai-Hulud, the epic vehicle jumps, the struggles, discoveries, victories, heroic deaths, and so much more... [/p][p]Today we commemorate these Deeds and Deaths in this infographic. We salute you, Sleepers.  [/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/d0d691339cebaaab9d1ba56970dca4936c3d84cd.jpg"][/p]

Check Out Our Reddit AMA 

[p]Take a look at our AMA on Reddit with some of our lead developers who answered the most burning questions from the community, sharing some of our plans for the future. Check it out for a ton of interesting answers. [/p][p]Seek the shade, Sleepers [/p]

A message from the Creative Director on PvE and PvP

[p]Hello Sleepers, [/p][p] 
I wanted to write something that acknowledges and addresses the comments around the endgame of Dune: Awakening, while also providing context for what we were attempting. 
[/p][p]So let me start by stating this unequivocally – we want PvE players to be able to play the endgame and have access to the content of the endgame. Our goal is not to force PvE players to interact with a PvP system that they may have no interest in. [/p][p][/p]

"Our goal is not to force PvE players to interact with a PvP system that they may have no interest in. "

[p] 
“No endgame plan survives first contact with the players” – Mark Twain, probably [/p][p] 
We still believe in the core concept of the Deep Desert – an endlessly renewing location that resets every week and creates an activity loop for great rewards. The tension of heading out there, head on a swivel, eyes peeled for foes as you enter the most dangerous part of the most dangerous planet in the universe. [/p][p] 
Our wish was that players would embrace this loop, forming guilds to work together to overcome the bleakness of the Deep Desert. [/p][p] 
But as Stephen King says, “Wish in one hand, shit in the other, see which one fills up first.” One of my hands is overflowing right now and sadly not with wishes. [/p][p][/p]

"Some areas of the Deep Desert will now be flagged as “Partial Warfare (PvE), while the deepest parts of the Deep Desert will remain as they currently are – high reward, high risk areas"

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/bd462e480a8730ec2dc7e2d66d9ec9f1bf0b0529.jpg"][/p][p]The reality is that players are reporting being cut out of the endgame due to the extremely competitive nature of the Deep Desert. Starting soon, some areas of the Deep Desert will now be flagged as “Partial Warfare (PvE)” areas where players will be able to explore testing stations and harvest T6 resources without the threat of conflict they may not want. It’s important to note that the top tier of the game is balanced around guilds and groups, so people will still find it grindy if they play solo. Landsraad control points, shipwrecks and the largest spice fields within this region of the Deep Desert will remain “War of Assassins (PvP)” flagged. [/p][p] 
The deepest parts of the Deep Desert will remain as they currently are – high reward, high risk areas. [/p][p] 
The beauty of the Deep Desert design with weekly resets and renewals is that we can iterate and experiment with different layouts and setups to really help us tune it. As we make changes we will send out surveys to help us capture your thoughts. [/p][p][/p]

"PvP itself has plenty of issues that need to be addressed. We’re taking steps in that direction with our first changes to Scout Ornithopters. "

[p] 
PvP itself has plenty of issues that need to be addressed. We’re taking steps in that direction with our first changes to Scout Ornithopters. As Viljar stated in the AMA these should be implemented in the game shortly: [/p]
  • [p]Scout Ornithopters with rocket launchers attached will have their speed maneuverability reduced[/p]
  • [p]Rockets fired from Scout Ornithopters will have increased heat generation[/p]
  • [p]Thrusters will provide a max speed bonus regardless of wings, ensuring that thruster equipped scouts will be the fastest vehicles in the game [/p]
  • [p]A new T5 infantry rocket launcher will be added to help improve the dynamics of vehicle/ground combat [/p]
[p]There are additional changes to mechanics like respawn timers, vehicle storage tools, hand scanners, and other mechanics that we see being abused in the Deep Desert. [/p][p]The intended dynamic of Deep Desert PvP in Dune: Awakening is that - unless you really mess up - you always have the option to retreat in good order with whatever you've managed to claim so far. If you're smart and vigilant, you never *have to* fight if you don't want to. If you run, you'll have to call a halt to whatever task you were pursuing, but that should always be a choice. PvP should happen when both parties decide they want to fight over a location. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/9c876e73a1154b408486d75388ea24df3d3746ad.jpg"][/p]

"The Deep Desert becomes a place where people battle it out over specific objectives – unburied testing stations and shipwrecks, resource focused islands and, of course, spice blows." 

[p] 
Finally, the intended dynamic has always been "combined arms". We have infantry and ground vehicles and air vehicles, and they're all supposed to have clear roles, clear strengths and clear counters. Thopters will always be incredibly important for crossing the desert, but they shouldn't also be the dominant force in actual battles. 
We’re planning to make more changes to the Deep Desert to accommodate ground battles and reinforce the use of player builds. [/p][p] 
Now let’s talk briefly about the Landsraad. [/p][p] 
As a system it is an activity driver that is designed to promote the conflict between the factions, internal politics between the guilds, while providing goal thresholds for individuals and groups to work towards getting personal rewards. [/p][p] 
And the Landsraad should be doing that for everyone who wants to participate in the elder game, be they PvEer or PvPer. The Landsraad should be giving you things to do every day and every week. [/p][p] 
It’s nothing new, from a design perspective, we’ve seen daily/weekly quest systems in games for a long time. Our approach was to try and frame this system around the greater politics of the Dune universe, by having players engage in activities to earn the votes of the various Landsraad houses. [/p][p][/p][p]Let me acknowledge that as an activity driver, the activities it asks you to participate in are simplistic. A lot of item hand-ins and crafting requests. That’s because the system is in the earliest launchable iteration. [/p][p][/p]

The activities that the Landsraad asks you to do will become more varied as we flesh out the world with more content and activities. 

[p] 
The Landsraad is an umbrella for all endgame activities. What form do those endgame activities take? More dungeons with bosses that drop endgame loot, more contracts that require specific tasks to be undertaken, more specialized delivery tasks that include components that cannot be stockpiled. If we ever add raids to the game, there will be a task on the Landsraad to complete those raids. It is a framework that holds the endgame activities in place. [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/42849822/c76c96c4a794cdcbfb48e512e9faef00bdaf5f26.jpg"][TAG-102][/p]

And we will keep adding endgame activities and more PvE content to the game going forward; both free and paid content in the form of DLCs and expansions. 

[p] 
We are addressing some key flaws in the Landsraad design – the inability to hand in items after a square is completed and the rapidity at which some squares are turned in.  [/p][p]Stockpiling is currently rewarded, but that is not our intention for this system, and we will make some changes to address it as best we can. [/p][p] 
Landsraad rewards are supposed to reflect the endgame tiers of progression. This includes the vendors which can be unlocked for an entire faction through participation. This is the intention. But once again let me acknowledge that this isn’t exactly in the right place. The Landsraad will be updated to provide micro rewards for solo/small group players. [/p][p] 
Thanks for listening everyone, and apologies for the confusion. [/p][p] 
Once a live game launches, it becomes a collaborative effort between the developers and the players to make it something amazing. We appreciate your feedback on what we hope is the beginning of a long journey together. [/p][p] 
Bear with us – our intention is to be clear and open in our communications and to make Dune: Awakening a game that everybody can enjoy.  [/p][p]I hope this helps, [/p][p]Joel [/p]