Dune: Spice Wars cover
Dune: Spice Wars screenshot
Genre: Real Time Strategy (RTS), Strategy, Tactical

Dune: Spice Wars

Dune: Spice Wars | August Development Update



Hello everyone!

With the highly anticipated conquest update now out and in the hands of players, it seems like a great time to update you all once again on what lies ahead for Dune: Spice Wars.

Today, we want to share some exciting news on what's going on behind the scenes here at Shiro Games, provide a glimpse into what we have planned for the upcoming release from Early Access later this year, and explore some of our plans for Dune: Spice Wars beyond version 1.0.

So let's get into it!



What are we working on right now?



Well, with the 1.0 release now rapidly approaching, our attention is firmly set on making sure we can deliver on the promises we've made over the course of Early Access and that we’re able to meet the expectations of our players, both quantity and quality-wise.

Currently, we're working on the 1.0 update, in which we will be adding new content to existing modes, bringing a new faction to the game, adding additional tutorials, overhauling and balancing existing systems and resource management, optimizing the game and more, it's been an incredibly busy time for us all in the Studio and we can't wait to share with you all the results of our work.

Obviously, we can also expect some smaller updates to address issues or tweak balancing and mechanics in the meantime, but the next major content update will be alongside the 1.0 release in a couple of months time.

What can we expect for the future of Conquest? What’s planned for the mode?





Conquest was designed as one of the centerpiece modes for Dune: Spice Wars, and while we're very happy with the state it released in with our last update, we still have a lot of plans on how it can evolve and improve going forward, here's some of the stuff we have in mind right now:

More Missions and Objectives: Expect a wider range of missions and objectives in Conquest, keeping you on your toes and providing unique challenges to keep the gameplay and each run fresh.

Visual Enhancements: We’re planning to improve the visual aspects of the mode in order to enhance the overall experience and ensure that individual missions are both visually interesting and immersive.

Balancing Adjustments and existing mission improvements: We're gauging player feedback and listening to your suggestions to address balancing issues, ensuring a more enjoyable and engaging gameplay experience.

A new faction: The next faction to launch will be playable in Conquest, bringing a new flavour and way of playing to the mode.

Potential Secondary Objectives: Additional challenges to diversify gameplay and offer alternative strategies. Not a major priority right now, but something we're looking to get around to eventually.

Can you share some details on the main new additions to the game in the next update?



So 1.0 will see a host of improvements and additions, but one of the main ones we're working towards right now is that of the final faction!

And while we're not quite at the stage where we can share who they are yet, we can say that the faction will be a Great House, it has been speculated as a possibility for a future house about 3 times in the Steam forums and it will be playable in conquest. So hopefully that's enough information to sate your appetite for a couple of weeks!

Alongside that we'll be adding more interactions with prominent factions and individuals in game, new tutorials, a major overhaul of some of the existing systems and a lot of work on the engine and performance of the game, some of the Conquest improvements we mentioned above, new achievements and more!

What’s planned for the game after we release out of Early Access?





So in the immediate future, our plan is to release the Heroes of Dune update shortly after the game's launch, giving us the time to ensure that it receives the time and attention it deserves, especially given how much anticipation has built around it since we announced it way back when the game first launched into Early Access.

This is planned to be one of the first major free updates for Spice Wars following release, with a lot of ideas already being thrown around even now (spectator mode being a key addition we're woking out as we speak), so we hope to have more firm news on what the future holds for Dune: Spice Wars beyond the heroes update very soon!

Don’t hesitate to drop any questions you might have in the discussions and as always, thank you all for your support! Next stop, 1.0...

Shiro Games

Patch Notes - 07/07/2023

v0.5.6.26014


  • Nukes now break truce with all factions, damage all factions (even allies) and their outer area now damages buildings
  • Added feedback when automatic buy or sell are used in CHOAM menu
  • Conquest map now takes into account the graphic option of terrain quality
  • Increased bonus icon size of mission-rewards
  • AI can no longer start trades if trading is disabled
  • Fixed Sietches alliances not removed on faction defeat
  • Fixed achievements (Landsraad’s Favorite & Disobeying the Form)
  • Fixed conquest battle where player was alone
  • Fixed raids bad behaviors when cease fire was used
  • Fixed main bases that could be unreachable in some conquest battles
  • Fixed several crashes

Patch Notes - 30/06/2023

v0.5.5.25868


  • Increased conquest generation speed
  • Assassination missions are now visible from the start
  • New Rabban skill FX
  • Removed hegemony threshold from tooltip when Hegemony victory condition is disabled
  • Atreides can no longer get the “Plundering Mindset” conquest bonus
  • Fixed numerous crashes on Conquest Map load
  • Fixed some conquest objectives/secondary objectives that couldn’t be completed
  • Fixed Corrino Drone Upkeep and Requirement changing when deployed
  • Middle mouse button can now drag even when cursor is over entity or widget
  • Fixed some text typos
  • Improved map generation
  • Prevent spawning Villages on pole center
  • Prevent Space Cruiser Wreck spawning on villages
  • Prevent Space Cruiser Wreck model not spawning
  • Fixed CHOAM victory card displaying the wrong icon
  • Fixed Heroes skill FX never disappearing
  • Fixed region mouse hover not working after exiting and re-entering conquest map
  • Fixed wormsign showing on right UI before actual detection of the worm
  • Fixed some multiplayer crashes

Conquest Update | Available Now!

Hello Everyone! The Update you've all been waiting for has finally arrived, as Conquest mode is now available in Dune Spice Wars!

Choose your house, chart your course, prepare your strategy and don't underestimate the countless perilous obstacles that may threaten your claim for Dominance over Arrakis...

Conquest mode, new tutorials, resource management updates and countless more changes lie ahead in the biggest update to Dune: Spice Wars yet, check out the full changelist HERE or read on for a summary of what to expect!





Conquest Mode




Designed to be highly replayable, challenging and progression driven, Conquest is the campaign fans have been asking for since we released into Early Access at the start of last year.

In Conquest, players take up the control of one of the major houses (Atreides, Harkonnen or Corrino) and fight through a number of unique scenarios and situations that will encourage you to utilize every system at your disposal in order to progress.

You will be able to modify your house with a variety of perks that will result in more interesting ways to tackle the many challenging objectives Conquest throws at you and ensure a unique experience every time you play.

Each Conquest run provides around 10 hours of playtime, with no two runs being alike.



And Conquest mode will also see new missions, environments, scenarios and more added over time!

Tutorials


Added 5 tutorials to learn the basics of the game:

  1. Basic Controls
  2. Exploration
  3. Siege & Expansion
  4. Spice Harvesting
  5. Water & Upkeep

Factions


Changed a number of Harkonnen, Smuggler and Corrino bonuses.

Reworked: Rabban, Feyd-Rautha, Staban, Bannerjee, Lingar, Mother Ramallo, Stilgar, Aramsham, Irulan and Fenring.


Economy


Solari:

  • Balanced all Solari gains and costs
  • Economies are generally tighter with less gigantic productions in late game
  • Economic specialization is less mandatory
  • More focus on Spice

Plascrete and Fuel Cells rework:

In order to make both resources more engaging and easier for beginners: all factions, including Corrino, now pay the same amount of spice in tax. Corrino no longer receives the tax of other factions.


Buildings




  • Every faction now has a new unique Village Building
  • New economic Village Building: Wholesale Market, which produces a small amount of Solari
  • New Major buildings and rework of old ones.
  • Main Base buildings have been slightly streamlined and reworked.


Hegemony



  • Victory is at 30 000 Hegemony.
  • Craft workshop can now be built on any special region, and only on special regions
  • Balancing

Politics



  • All regular Landsraad Standing gains now happen at the end of a Landsraad session
  • Treaties effects have been changed
  • Charters don’t need to be unlocked anymore (only need eligibility)
  • Many new and improved Resolutions

CHOAM Market



  • New bonuses when you own 10% and 30% CHOAM shares
  • New Auto-buy and Auto-sell toggle

Nuclear Silo (New)




  • Nukes have been reworked
  • Nukes now need to be produced in the new “Nuclear Silo” Major Building before being launched


Spying



  • Spying mission balancing
  • New agent slots can be acquired by putting an infiltration cell in their territory with a new operation
  • Added sacrifice and hastened shortcuts for operation quick slots in the right bar

Full Assassination rework:

  • Assassination is a regular mission that can be launched on an opponent’s territory
  • Once the operation is launched, a countdown to assassination appears that both the target and the assassin can interact with
  • New diplomatic action “Guarantee of safety” can be put in a trade to put an end to the current assassination attempt

Units


A number of QoL changes and improvements to overall game feel
Harkonnen:


  • Swapped Cerberus and Executioner tier
  • Cerberus: New model with a more polished behavior and look. The split now triggers once the original unit dies
  • Executioner: Is now an Elite unit, they stack health regen and power with nearby deaths

Fremen:

  • Mobile turret: Can now attack from range in roaming form and can only attack air units once deployed. More polished look and transition between deploy states.
  • Deployable Units:
  • Now have a deployment time.

Assassins:

  • Can no longer attack mechanical units.

Map




  • New Region: Sandfall
  • Improved map generation

UI



  • New developments window
  • Added victory progression cards that spawn when a faction is close to victory
  • Added a “Victory screen” button to the pause menu after finishing a game to view game stats again

Music



  • 9 new tracks

Bug fixes


Many bug fixes, most notable ones:

  • Attacks on buildings can now be shift queued
  • Using the Spice slider will no longer trigger border scroll
  • Fixed unstartable Spying Missions
  • Fixed aggressive units attacking truced players


Thank you all for your patience while we worked on this update, it's been a long time coming but we can assure you, it was worth the wait!

Enjoy the update and stay tuned for news about what's next for Dune: Spice Wars!

- Shiro Games

Dune: Spice Wars | April Development Update



Hello everyone!

It's now been a year since we released into Early Access and a while since we drew back the curtains on how Spice Wars' development is coming along, so in this article we're gonna do exactly that!

Read on for some insights into what's been going on behind the scenes here at Shiro Games, and what you can expect over the coming months in Dune: Spice Wars...



It's been a while since the last update, what's going on?



Well, with all of the support, feedback and help our community has afforded us since launch, we needed to make sure that what we were developing and planning to bring to the game was decided with their expectations, hopes and suggestions firmly in mind.

With that, we have made some adjustments to the development plan, which meant that the next update would be the most significant and substantial one yet (more specific details on that further down the article) and pushed back some of the more "good to have, but not urgent" developments that we originally had in mind.

Obviously, such a change in course can have a bit of a domino effect, as we've seen with the recent lack of updates but we're confident that our community will be thrilled with the result!

So what are we working on at the moment?



Well, quite frankly, a ton of stuff! But for the cliff notes:

Conquest: A brand new campaign!

Development is well underway and it's looking fantastic, we'll have a bunch of stuff to share on this mode very soon, but for now, the small write up in the next section will have to suffice.

Tutorials: Time to learn the ropes!

Players have been requesting a more straightforward introduction to the game and a better explanation of the many systems and mechanics at play since it dropped last year and we're very happy to announce that the game will soon see the introduction of a full set of tutorials that will accomplish exactly this and see new players well on their way to conquering Arrakis in no time!

Here's an early look at the Tutorial menu and a couple of the tutorials you can expect to see upon it's release (there are only 4 at this stage, with more in the works to be ready for the mode's launch)



A new faction: No Spoilers, stay tuned...

Let's round this dry, sandy party out with a brand new sixth faction. But who might it be...?

Game customisation: Play your way!

We're implementing a number of new game customisation options so that players will be able to adjust various different settings before each game, including world hostility, overall difficulty, the amount of taxes they pay, and more...

Heroes of Dune: Hero characters are coming to Dune: Spice Wars!

We're still relatively early in the development process here after the release of conquest was brought forward, but we've got some great ideas and some even more fantastic concepts already fully formed!

What is Conquest Mode?





Designed to be highly replayable, challenging and progression driven, Conquest will act as Dune: Spice Wars' "campaign".

In Conquest, players will take up the control of one of the major houses and fight through number of unique scenarios and situations that will encourage the player to utilise every system at their disposal in order to progress. As players progress through the mode, they will be able to modify their starting house with a variety of perks and upgrades that will result in more interesting ways to tackle the many challenging objectives Conquest throws at them and ensure a unique experience every time they play.

The goal of this mode is to encourage and reward players for experimenting with different playstyles, allow the player to develop interesting, diverse and unique builds over the course of each of their runs and make full use of the various systems available in Dune: Spice Wars to channel the core themes of the series and immerse the player even further into this rich and iconic universe.

Each Conquest run will provide around 10 hours of playtime, with no two runs being alike and we're happy to share that this update, is coming up next!

How much longer will the game be in Early Access?



Right now, we're at about 70% of what's planned for the game, with the above additions probably rounding that out to about 95% with balancing, map generation improvements and system overhauls also in the works that should bring us to 100% and ultimately, release!

So while there's still a lot of work to do, we're targetting a release out of Early Access towards the latter half of the year and we'll keep you all in the loop on this front as we move through the roadmap!



Don’t hesitate to drop any questions you might have in the discussions and as always, thank you all for your support!

Shiro Games


"Line In The Sand" Community Update | Available Now!



Hey Everyone!

The Line In The Sand update is available now for Dune: Spice Wars!

This update introduces a number of changes, additions and balancing work based around the feedback and suggestions of our players over the last few months, alongside some major additions and improvements we’ve had cooking up since we launched into Early Access last year.

The Line In The Sand update is a substantial update addressing numerous aspects of the game, so let’s check out what you can expect with the full changelist below...



Main Changes



  • Added End Game Statistics
  • Military alerts now appear on the border of the screen pointing in the direction of the crisis
  • Military units can now Hold their Position (With C)
  • Fremen Harvesting Teams can now harvest Spice in neutral territories
  • Map Generation improvements:

    • Main Bases and Deep Desert spawning has changed to make maps that are both more fair and varied
    • Changed Spice spawn to ensure less spiceless starts

  • Military balancing
  • Major performance improvements and optimization

Economy



  • Plascrete factories produce more Plascrete but have a Solari upkeep
  • Harvesters Crew cost less Manpower
  • Balanced starting Ressources
  • Pillage gains nerfed but increased by the number of buildings on the targeted Village
  • UHQ Buildings have no Solari upkeep
  • Nerfed Guild Favor gain from Events and Discoveries

Hegemony



  • No more gain from votes on resolution
  • More gain from paying your spice contract
  • Balanced Hegemony for Small and Large maps
  • Emperor Monument now gives hegemony over time instead of instantly

Military



  • Units now cost more Command Points
  • Auras range increased
  • Rework of Fremen units: They are now specialized in putting debuffs on their opponents
  • Supply:

    • Reworked the Supply system to be easier to read and handle
    • Units regenerate less Supply in occupied villages

  • Units are now divided in two types:

    • Mechanical (Drones, Ships and Frigates)
    • Non-Mechanical (Humanoids)

  • These types lead to the following changes:

    • Atreides Healing drone now only heals non-mechanical units
    • Harkonnen 5K Hegemony bonus now only works upon killing non-mechanical units
    • Harkonnen Combat Drugs and Toxic Vapors now only affect non-mechanical units
    • Harkonnen Sleeper Agents now only procs with non-mechanical units
    • Bannerjee Health regen now only works for non-mechanical units
    • Supply drop now only affects non-mechanical units

  • Demo effects now only apply on their ranged attacks (Wreckers Contamination, Heavy
  • Weapon Squads Disruption…)
  • Harkonnen Stealth Probes only give their buff to nondrones
  • Harkonnen Gunners: Damage ally units → Reduce healing of damaged units by 50%
  • Idle Sleeper Agents and Unchained Cerberus are now aggressive
  • Units firing projectiles are now considered "in combat" as soon as they fire
  • Units with camouflage now lose it upon firing projectiles instead of losing it once the projectile hits

Kraken:

  • Now gains power for each transported units
  • Base power has been rebalanced

Overlord:

  • Stings are now only deployed when the Overlord attacks and are then aggressive towards any enemy
  • When out of combat, the Overlord now retrieves its Stings if they are no longer attacking anyone
  • Stings are considered low priority by missile batteries and main bases
  • Stings are more spread out
  • Stings considered as Drone
  • New ability: Decimation protocol, boosts Stings generation speed and increases damage of nearby drones and stings but damages them over time

Wraith:

  • Damages were based on current Health and did an additional 1 damage per tick, it is now 1% max Health per second as stated

Cronos:

  • New ability: Can be deployed to be used as an airfield

Smugglers Combat Drone rework:

  • The Scavenging Drone gathers loot from the fallen and distributes it to ally units in the form of Power and Armor

Rework of landsraad units:

  • Landsraad guards are melee units that receive reduced damage from low Standing factions. They are granted by a resolution or a development
  • Landsraad Judges are focus range units that deal increased damage to low Standing factions. They can be trained by the holder of “Judge of the Council”
  • Landsraad Punishers are demo units that deal increased damage to Main Bases of low Standing factions. They are granted by a resolution
  • All three units participate in Landsraad Raids against Pariah

Neutral raids:

  • Now move in a more compact group and act in unison. They should no longer separate due to different pathing. They should also be harder to distract from their main target

Gear


New Gear:

  • Free Company: Dual Guns (Becomes ranged)
  • Cerberus: Dual Swords (More damages)
  • Gunners: Gatling Gun (High attack speed, no longer demo)
  • Wreckers: Bazookas (More range)
  • Stealth Probes: Mounted Explosives (Explode on death)

Changes:

  • Incinerators: Better Fuel Pumps: Increased range 30 → 50%, now correctly impact the range of the area damage and changes flames FX accordingly

Villages


New Village traits:

  • Local Sourcing: 20 Solaris production when the village has at least one Building of each type
  • Versatile: +10% production when the village has at least one Building of each type

Buildings



  • Recruitment Office: Produces more Manpower
  • Listening Post: Not stackable anymore, gives +1 Influence even if neighboring more than 1 enemy regions

Main Base


Bazaar:

  • Added a new effect: In a completed district now also gives the district bonus of the previous level of the same type (ex: Bazaar and 2 economic buildings in a level 3 district give both level 3 and level 2 economic district bonus)

Emperor Monument:

  • Doubles every district bonus in the Main Base it’s built in, instead of doubling traits for adjacent villages

Sietches



  • New bonuses when allied

Spying


New Operations:

  • Defense Sabotage (New): Reduce power of enemy missile batteries and Main Base
  • EMP Bomb: Reduce power and speed of enemy mechanical units and missile batteries
  • Defense Breaches: Increase damage taken by enemy Main Base
  • Fremen Sabotage (Fremen only): Reduce enemy power and speed

Removed Operations:

  • Defense Sabotage (Old)
  • Gear Sabotage
  • Sand Cloak (Fremen only)

Other:

  • 7 New Achievements
  • Changed Missions duration
  • Easy missions don’t cost Solaris anymore
  • Changed some mission difficulty level and cost
  • Supply Drop no longer affects mechanical Units
  • Agent Sacrifice removed from certain Missions (Nukes, Assassinations)
  • Arrakis Diplomacy now also disbands Renegade raids and Rebels. Sietch in the affected region no longer gain relationships, but increased resources from trade
  • Awake the People now boosts Rebels
  • Communication Jamming now removes all active Operations

Developments


Balanced Knowledge generation:

  • District 1 bonus now gives +30% completion speed in the relevant developments, instead of +50%
  • Research Center: now gives +2 knowledge, +20% Knowledge and 20% Research hub upkeep, instead of +3, +30% and 30%
  • Research Hubs: now have 16 solaris upkeep, instead of 10

Regions


New Regions:

  • Space Cruiser Wreck
  • Mountains

Other:

  • Acid lake and Desolation damage now only affects ground units
  • Equatorial Regions can now have 7 Wind

Events



  • Some Events have been reworked to be more involving

Landsraad



  • Landsraad bar with segments (Work In Progress), indicating the different landsraad phases relevant to the player
  • Landsraad button now blinks harder when you have an action available in the landsraad screen.
  • Landsraad UI now displays other Faction's Influence
  • Base max influence is heavily reduced
  • High levels of Landsraad standing now give max influence
  • AI now spend vote and influence by increment of 10, with the same restrictions as the player

Diplomacy



  • Truce now generates 0.2 standing or 1 influence per day for both sides
  • Truces now have a small grace window during which any attack will be ignored for the good of the treaty (this should prevent truces from being instantly canceled when they are enacted in the middle of a fight)
  • Entering a truce did not cancel queued attack actions and the alerts of canceled actions did not target the right entity
  • Political agreement no longer prevents voting for the other side on negative resolutions
  • Abilities with diplomatic restrictions will now cancel themselves when diplomatic statuses change

Councilors


Some councilors have been reworked:

  • Thufir Hawat can Hasten any village building or mission to fasten its installation time. He still gives a second trait to any agent.
  • Duncan Idaho gives the trait Loyal to villages after a peaceful annex which gives many bonuses.
  • Iakin Nefud base cost refund for military units is now 30%. He also prevents units from leveling up, giving a further refund bonus instead.
  • Piter de Vries no longer improves Ornithopters. They still improve the stealth drone. They also give further incentive to put a few agents on faction infiltration.
  • Drisq now has stealth ornithopters, on top of all other bonuses.
  • Staban Tuek gives Solaris through adjacent underworld headquarters, and by resolving discoveries.
  • Mother Ramallo now reduces production on neighboring enemy villages on top of other bonuses.
  • Otheym now reduce damage received by isolated unit, instead of increasing armor
  • Chani’s Incite Rebellion does not prevent Fremen from voting for the targeted resolution anymore.
  • Stilgar produce authority for each spice field within your territory, and increase production in region containing an allied Sietch
  • Wensicia can build 1 more of every village building, but increases upkeep of buildings that are not duplicated.
  • Aramsham reduces all cost and upkeep of Conscript by 25%, but reduces their power and health by 15%. He also gives one recruitment slot.
  • Irulan’s Development investment can now only be used on Villages in Truce. It can be turned on or off, with an upkeep, instead of having to start it again constantly.

AI



  • Reworked the military decisions engine
  • Added unit micro management in combat
  • Fremen AI can now use Worm Riding
  • Small improvements and fixes in general

QoL



  • Added AoE preview on Units
  • Attack orders now continue when the target is dead and units will go to the target's dying position
  • Units with a deploy system now correctly undeploy to move when they are asked to attack out of their range
  • Harvesters now have to wait for the Sandworm attack to be finished to redeploy
  • Improved russian translation with the prepositional plural form
  • Some units using rocket launchers now fire visible missiles
  • Units refund amounts from the Iakin passive are now displayed in the world similarly to looting effects
  • Units now have quotes on certain abilities

Audio



  • Added sound effects to some gear and spying operation.
  • Added voices to unit abilities where it was missing

UI



  • Alerts are a bit bigger, and wiggle more
  • All timed traits now show their duration left in their tooltip
  • Added statuses on Ornithopters that are escorting Harvesters and Units
  • Double clicking a unit portrait in the right bar now selects all units of this type, regardless of whether they are in view, instead of focusing the unit (which can still be done with right click)
  • Transported units portraits can now be interacted with
  • Current game settings are visible in the ingame menu
  • Game Settings new UI style
  • Main menu visual changes
  • Irulan's Development Investment now displays predicted and current gains on the tooltip
  • Added alerts upon a successful pillage
  • Removed eligible factions from Governorship notification
  • Added Units move speed in their Health tooltip

Bug Fixes



  • Neutral units could not be targeted directly by sandworms (they could get eaten but not be the actual target of the worm so raids would never get eaten by themselves for instance)
  • Some missile attacks showed an additional one with a weird trajectory on clients
  • Decimals in units power resulted in rounded damage, this is no longer the case
  • Actions queues were not correctly wiped in some instances (Attacking a unit now correctly works with queues, the unit will go to the next action once the targeted unit is dead)
  • Fixed Ornithopters wrongly detected as idle
  • Fixed Shuttle ability not appearing in groups containing a ship
  • Fixed ranged attacks that sometimes did not play effects when firing units in the air
  • Hid resupply UI on unrecconned Villages
  • Fixed combat between neutral Factions
  • Banners should no longer show up in fog right after a Unit spawned
  • Fixed unlimited pause softlocking the game if the player that paused disconnects
  • Fixed votes not being multiples of 10
  • Fixed issues with resupplying near villages and bugged interactions with the smugglers 5k Hegemony
  • Fixed victory type achievements, they are no longer attributed to team members (example: winning a CHOAM victory only gives the achievement to the CHOAM winner, not his teammates)
  • Removed reposition phase to prevent Mobile Turrets from never attacking and all Units clamping up on the village before starting the fight which caused delays
  • Spying UI no longer wraps if the resource is too long
  • Fixed some situations where villages would be incorrectly considered in siege
  • Fixed some crashes upon loading old saves
  • Fixed disappearance of some ships FXs
  • Fixed reactivity issues on the Developments window

Other



  • Added helper tips to loading screen (can be turned off in settings)
  • Corrino base units are now named Conscript Swordsman & Conscript Rifleman

Dune: Spice Wars | December Development Update



Hello everyone!

We’re hard at work here at the Shiro Games HQ as we begin to approach to our full release out of Early Access next year, and as such, it seem like now is a good time to give you all an insight into what we’re doing, what we have planned and what you can expect from the game in the near future!

So let’s get into it…



What are we working on at the moment?





With so much awesome feedback from our players and a ton of ways to improve and expand upon what we currently have to offer in Dune: Spice Wars, our devs are in overdrive working on new systems, content and additions that will come to the game over the next few months.

Some of our more immediate focuses right now include:


  • Updating and improving the counsellors
  • Introducing new military gear
  • Map generation improvements
  • End game stats
  • Tutorial missions
  • New skills/abilities for military units
  • Development improvements
  • New discoveries
  • Victory condition rework/overhaul

All of this, as well as a ton of other fixes and improvements are in the works as we speak and we’ll share more info when we’re a little closer to their release. Obviously, some of this may turn out to be a little more complicated or time consuming than planned, so don’t be surprised if we don’t see all of it immediately.



What’s coming next?





Early next year we’ll be releasing a Community Update containing a lot of what we detailed above, alongside some other fixes, minor improvements and community requests.

After that, and following an outpour of requests from our players for a campaign/story mode since launch, we have decided to change up our roadmap slightly and shift our focus to developing Conquest Mode as our next major update.



In order to ensure that we get this mode right and meet the expectations of our players, we will be pushing back the release of the Heroes of Dune update so that we can turn our attention fully to the development of conquest.

After Conquest launches, we’ll continue our work on the Heroes of Dune update which will be released at a later date.



What other stuff are we considering or have in the pipeline for the game?



We have a lot of ideas and things in the early stages of production that we would like to bring to Spice Wars over the course of development, some of which we’ll see come to the game before the full release and some we’ll see added further down the line.

Spectator modes, UI Scaling, expanded accessibility options, co-op, modding options, map options and relics are just some of the ideas being thrown around seriously or being worked on at the moment.

We’ll have more news on all of these additions later, so keep an eye out for updates…

Don’t hesitate to drop any questions or suggestions you might have in the discussions where we’ll be sure to reply to or review everything we can.

And as always, thank you all for your support so far, you guys have been and continue to be a vital part of our work and we can’t wait to see how far we can take Dune: Spice Wars with you all.

Happy Holidays everyone!

Shiro Games


Air & Sand Update: Out Now!



In light of the recent events upon Arrakis, the Spacing guild have granted access to the planet and reinforcements are arriving en masse.

In the Air & Sand update, Dune: Spice Wars' combat is evolving, with an array of new flying units entering the fray and offering a host of new ways to enter into battle with and gain the upper hand over your enemies!

Flying units, aerial combat, new buildings, resources, systems and more await in the newest major update for Dune: Spice Wars...

Check out what's new below!





New Air & Sand additions



Spaceships



Every faction has two new flying units: a fast ship and a huge frigate which is limited to one per faction

House Atreides

  • Hawk: A small spacecraft with rapid fire

  • Kraken: A frigate that can transport ground units


House Harkonnen

  • Harpy: A small spacecraft with a powerful AoE attack

  • Overlord: A frigate that controls small but powerful flying drones


The Smugglers

  • Banshee: A small stealth spacecraft that also damages supply

  • Wraith: A frigate that damages the health and supply of ground units in a large area


The Fremen

  • Spire: A fully armed and modified Ornithopter

  • Altar: A big aircraft that can receive up to two improvements


House Corrino

  • Hammer: A slow spacecraft with large AoE attacks, great at shredding armor

  • Cronos: A frigate with a large powerful AoE attack that regenerates its health out of combat


Aerial Combat



  • Melee units cannot attack flying units
  • Ornithopters can now be targeted
  • Ornithopters avoid danger on Auto Recon and go back to base to heal themselves when needed
  • Demo units deal more damage to Aerial Units


New resources



  • Guild Favor (for every faction but Fremen): An expensive new resource that is necessary to deploy your spaceships

  • Machine Scrap (for Fremen only): Destroying mechanical units and pillaging villages give scraps that can be used to build airships




New projectiles system



  • The projectiles of military units were reworked to add spectacle to fights, with more interesting trajectories and effects
  • Projectiles are much smoother in multiplayer
  • Missile batteries and main bases now use the new system and fire multiple missiles


New Neutral Enemies: The Renegades




  • As the game progresses, Renegades from the Faufreluche system will appear and take control of neutral villages
  • Once renegades have taken hold, they will periodically launch powerful raids on players
  • To attack a village controlled by Renegades, the players must first destroy their nearby base
  • Killing Renegades provides Guild Favors


New Equipment System: Barracks




  • Requires the Barrack building in the Main Base
  • Customize the gears of your military ground units
  • Enhance your units with a trade-off to match your playstyle
  • Some melee units can equip handguns to damage flying units


New Major Buildings (limited to one per faction)



Spacing Guild Branch (for everyone but Fremen)


  • Allows for the deployment of Spaceships
  • Exchanges Resources for Guild Favors
  • Unlocks Guild Proposals, special events that will get you Guild Favors in large quantities.

Recycling Plant (only for Fremen):


  • Allows for the construction of Airships
  • Allows for the production of Machine Scraps by destroying mechanical units

Experimental Alloy Furnace


  • +150 Solari production
  • +30% production of other Economy Buildings in the region
  • 300 Plascrete upkeep

Military Factory


  • +25% Power to all Missile Batteries owned by the faction
  • +1 Missile Battery and +50% to their range in the current region


General Improvements


AI

  • AIs improved in all difficulties

Multiplayer

  • NEW Unlimited multiplayer pause option
  • NEW Players conceding are now replaced by an AI
  • NEW If your last opponents are only AIs that replaced human players, the victory is granted to you
  • NEW You can join a lobby using its private code

Multiplayer Chat

  • Hovering on the chat shows its last messages
  • You can now send private messages to other players using the channel selection on the left

Singleplayer

  • New Solo vs AI Kanly game mode

QoL

  • Ornithopters set to Auto Recon on game start will now automatically recon the first Spice village
  • Autorecall and autodeploy now take into account the harvester's life points
  • Added Open CHOAM Market keybind on “U” (can be changed in the options)
  • New dynamic cursors to react to more interactive options
  • The movement of military unit models is much smoother in multiplayer
  • Clearer range displays
  • Allow left clicking on the Spice stock, Plascrete, Fuel Cells and Water to cycle between production buildings

Audio

  • Added the music theme for House Corrino
  • New voice lines for the Mobile Turret (Fremen only), Assassins and Mercenary
  • New alerts sounds
  • New menus sounds
  • New spying operations sounds
  • Vehicles are separated from humans in the battle soundscape (so you shouldn’t hear screams and other human fight sounds when watching a battle of mechanical units)

UI

  • New Singleplayer menu
  • New operations UI shortcut (you can now click on an empty slot to start a new mission)
  • Bigger alerts
  • Building preview UI
  • You can now click on the word “Buildings” on the Villages UI to open a list of buildings you have access to


Other

  • Huge performance optimizations
  • New in-game visual effects
  • New Lobby/Main Menu visual effects


Balancing



  • In addition to all of the major additions in Air & Sand we have done a huge amount of balancing and stat changes, which you can read HERE (Please note that as a Google Doc URL, Steam may flag this as malicious, but we assure you, it's safe)


Bug Fixes



  • Fixed Restless (from Ramallo’s passive) not removed from the zones around the Main Base when the Fremen are defeated
  • Fixed operations making you a traitor when launched on an ally
  • Fixed battle sounds that could be heard across the map if they were within the camera’s field of view
  • Allow the recruitment of harvesting teams when training queue is full
  • Fixed Interdiction Zone not working as intended
  • Fixed rebellions not removing oppression’s buff and debuff correctly
  • Fixed Shuttles stuck in the air for a few seconds when going back to orbit
  • Smugglers can now be eligible to Imperial Audit if they reach 5 000 Hegemony during the vote
  • Prevent militia from different villages to attack each other
  • Units now properly leave combat when ordered to investigate a Discovery
  • Units could play many attack animations after their target died and cause performance issues
  • Units ornithopters could accidentally stop escorting their harvester
  • Fixed Armor affecting Health loss at 0 Supply
  • Fixed transactions points on the CHOAM market curve always showing the buying price
  • You can now still see the preview of a building placement even if its Village is not on the screen
  • Developments, buildings and resolutions affecting the cost or training time of military units now also correctly affect militia
  • Unit recruitment tooltips now correctly display modified upkeep costs (no longer always base cost). If you haven’t enabled decimals display this may not be visible because of rounding
  • Peaceful Annexation now correctly displays the action’s actual duration


Thank you all for your continued support of Dune: Spice Wars and for helping us bring this update together with your feedback and suggestions!

More major updates on the way, stay tuned!

- Shiro Games

Accessibility Update: Out Now



Since Dune: Spice Wars released into Early Access earlier this year we have seen an incredible amount of feedback from players around the world that have helped us to shape and improve the game as we work towards our future full release.

One very common and very important topic that came to our attention whilst reviewing this feedback is that of accessibility.



Within not just Dune: Spice Wars’ community, but the gaming community as a whole, there are a large number of players who would benefit from additional assistance or specialised options within their games in order to make them more accessible.

So with that, we have spent the last few weeks working on improving the overall accessibility of the game so that more players can fully enjoy Dune: Spice Wars as intended.

The Accessibility Update introduces a range of new accessibility options:




  • Colorblind modes (Protanopia, Deuteranopia, Tritanopia)
  • Colorblind correction amount (“Intensity” of the correction)
  • Magnifier (Activate with the ‘P’ key by default, which can be changed, if switched on)
  • Magnifier zoom multiplier
  • Photosensitive mode (details below)
  • Ally/Enemy Overlay (Display your units in Green, your teammates’ in Blue & enemy ones in Red)
  • Overlay colour amount (“Intensity” of the displayed colours)
  • Chat opacity
  • Chat text size

Photosensitive mode details

Removes flashes on:

  • Alerts
  • Movement commands
  • Tutorial highlights
  • Demo & Drones impact explosions
  • Main Bases & Missile Batteries impact explosions
  • Menu icons (when waiting for an action)
  • Events UI icons
  • Capture flags
  • Negative traits
  • Inactive units UI icons
  • Drones Muzzle flash (Corrino & Fremen)
  • Atomics operation
  • Orbital Strike operation

Other changes in Photosensitive mode:

  • No lightning in sandstorms
  • Alerts are less shaky
  • Victory visual effects are less flashy
  • Removes Sardaukar hit effects

Bear in mind that this is just the start of our work to make the game as accessible as possible for our players and we hope to continue to improve on this front going forward.

Other minor changes:

  • Improved localisation accuracy for German Polish and Russian

Thank you to all of our players who have helped us in bringing this update together. Please don’t hesitate to share any feedback you might have on this update or subject with us!

- Shiro Games


House Corrino has arrived on Arrakis...



[Quote] Make way for the royal person!

Emperor Shaddam IV and his loyal House Corrino have arrived on Arrakis and are available to play in Dune: Spice Wars now!



HOUSE CORRINO



Imperial House Corrino has ruled the galaxy for ten millennia, and Shaddam IV intends to keep it that way. The situation on Arrakis calls for the direct intervention of the Padishah Emperor, who will use all His wit and the might of His administration to turn the war to His benefit.

Faction Bonuses:



  • Gains Hegemony by paying the Guild Fees
  • Can use Imperial Edict on Landsraad resolutions to switch their scope (if a resolution affects all factions, it will now affect one faction and vice versa)
  • The diplomatic action Imperial Mandate replaces Tribute and is unlocked from the start (House Corrino can lends 2 Sardaukar to another faction earning Solari when they kill other units)
  • +1 free Building slot on Villages
  • +100% Authority cost to annex Villages due to the distance from Main Base

At 5000 Hegemony:

  • Can use Main Base Deployment on Corrino’s and neutral Villages to land a second Main Base
  • Can offer Imperial Favor, once by Landsraad council, as part of a trade (+100 Influence)

At 10 000 Hegemony:

  • +30% Airfield range
  • Missiles attack from 30% further
  • +30 Landsraad Standing when other factions are elected to charters

Councillors:





Wensicia Corrino:

  • Can build some economic buildings twice
  • Increase Solari upkeep on buildings by 20%

Captain Aramsham:

  • Reduces Infantry units costs by 30% and combat stats by 30%
  • Grants 1 additional training slot

Princess Irulan:

  • Can spend Solari to cancel a negative resolution
  • Can use Development Investment on other factions’ villages (Boost production by 20%, House Corrino gains 20% of Village’s total production)

Hasimir Fenring:

  • Can resolve discoveries with Agents anywhere
  • -100% Intel production for enemy agents assigned on House Corrino


Units:





Infantry:

  • Gain +1 Power for each ally Infantry and Ranged Infantry nearby (x5 max)

Ranged Infantry:

  • Gain +1 Power for each ally Infantry and Ranged Infantry nearby (x5 max)
  • Ranged

Incinerator:

  • Attacks deal damage within a frontal cone
  • This unit’s attacks ignore enemy Armor

Sardaukar:

  • Execute enemies under 20% Health
  • Gains +5% executing Health threshold upon killing an enemy for the rest of combat (x5 max)

Artillery Drone:

  • Must be deployed to attack
  • Cannot fire within close range
  • Must reload between shots
  • Ranged attacks deal damages in big area
  • Ranged attacks have 60% chance to destroy Armor


Guild Fees:




  • Collect Spice paid by all Imperial Taxes and Bribes
  • Must pay an expensive fee to the Spacing Guild with the help of the Spice collected
  • +1% Solari production per payed fee (x5 max)


Buildings:



House Corrino doesn’t have access to Maintenance Centers

Propaganda Office:


  • +30% resource production in the village but has an Authority upkeep

Emperor Monument (Main Base):




  • Applies the district bonus 1 more time
  • Ally Villages in the neighbouring regions have +1 instance of the Village’s traits
  • +500 Hegemony per ally Village in neighbouring regions


Spying Operations:



Consolidation:




  • +3 Armor to allies units and structures in the region

Interdiction Zone:




  • Enemies cannot use Carryalls and Airfields in the region

Orbital Strike:



  • Missiles strikes will drop from the orbit targeting units and buildings of the enemies, they lower Armor and deal area of effect damages


Developments:



Economy:
Solid Materials (T1):

  • -15% buildings construction costs
  • +25% Health on all buildings

Imperial Taxes (T4):




  • +20 Solari production per faction paying a tax or bribe to House Corrino
  • Gains 2% Spice production of factions paying a tax or bribe to House Corrino

Military:
Imperial Protocols (T3):




  • Military units gain +10% Power for each active Imperial Mandate
  • -20% daily Supply drain
  • Regions owned by players in Truce with you do not drain Supply

Imperial Command (T4):




  • +6 Command Points
  • Enemy Airfield in Region with an active operation can be used to land for 5 Influence per unit
  • +2 Power to military units in the same region if there are 6 or more

Statecraft:
Outrageous Wealth (T3):




  • +5% unit Power per faction with less CHOAM Shares
  • +5 Influence production per faction with less CHOAM Shares
  • Unlocks the Emperor Monument building

Emperor Eyes (T4):




  • Fills 3 Counter Intelligence slots with unmovable Emperor Eye Agents (This agent cannot be captured & Does not count in the max Agents count)
  • Agents assigned on opposing factions produce +5 Intel

Expansion:
Megalopolis (T1):




  • Ally Villages adjacent to House Corrino’s Main Bases get +20% resource production & +20% Militias’ Health
  • Unlocks the Crafts Workshop building

Imperial Administration (T3):


  • +10% resource production to ally Villages with 4 or more buildings of the same type
  • +1 instance of each Village traits
  • Unlocks the Investment Office building


[Quote] In addition to Corrino's timely arrival on Arrakis, we have made a number of changes to the game in order to appropriately accomodate the Padishah Emperor, check out some of the biggest changes below, or head over HERE to check out the full changelist

Economy



Fremen rework of economy:
- Fremen villages:

  • No more Refineries or Spice silos
  • Shai-Hulud Temples are now exclusive to Ramallo
  • -1 building slot in every village

- Fremen Spice harvesting:

  • Harvesting caravans are built at your Main Base, limited by the number of Spice blows in your territory
  • Harvesting caravans can be deployed on your Spice blows to harvest Spice

Introducing the CHOAM Market:


  • Buy and sell shares of the CHOAM on the CHOAM Market
  • New victory condition: Own more than 50% of the CHOAM to win

Hegemony




Balance and rework of hegemony to make it more relevant in multiplayer:

Hegemony breakdown redesign

- Hegemony Victory threshold: 30k => 25k Hegemony
- Increased gains for:


  • Controlled Regionsmap
  • Controlled Special Regions
  • Allied Sietches
  • Held Charters
  • Landsraad Standing:

- No more gain for:

  • Defeating units
  • Paying taxes and bribes (except Corrino)

Military




  • Added a cooldown to thumper usage (only one thumper can be used at a time)
  • Rework and Balancing of Smugglers units
  • Toned Down Infiltrators
  • Toned Down “Ceremonial Caves”
  • New unit: Assassins
  • Smugglers’ Snipers can now be pinned down
  • Kulon Caravans now transport a mobile missile battery instead of a tent

Villages



Village traits rework:

- Villages have 1 => 2 traits

- 4 New village traits:

  • Well Diggers: +5 Water
  • Secret Holders: +20% Data Center production, 1 extra Data Center can be built
  • Youthful Eagerness: +20% Recruitment Office production, 1 extra Recruitment Office can be built
  • Former Soldiers: +1 extra militia slot

Main Base



- District Bonus rework:

  • Senate Envoyees (2 district Statecraft): +100 max Influence => +2 Influence production
  • Political Forum (3 district Statecraft): +2 Standing production => +100 max Influence
  • Insurance Banks (2 district Economy): +10% Solari production => +20 Solari production
  • Economic Lobbies (3 district Economy): +20% CHOAM Share Hegemony gains => +10% Solari production

Spying



- Removed Poison the Reserves
- Removed CHOAM Shares
- New spying missions:


  • Scavenger Team: converts 50% of the Power of dying military units into Solaris
  • Support Intelligence (Atreides): -5% damage received per operation active
  • Toxic Vapors (Harkonnen): Prevent troop regen and -20% daily Army Health
  • Ghost Market (Smugglers): Spawns a Point of Interest stealing 15% of the region’s Spice, solari and Plascrete as long as it’s not resolved
  • Hidden Thumpers (Fremen): Allows riding from and to this zone without paying any Thumper
  • Pillage Raid (Smugglers): Launches a raid of marauders on a selected village
  • Communication Jamming (Smugglers): Blocks all enemy operations on the zone
  • Worm Calling (Fremen): Instantly calls a worm in the region

- Spying missions availability changes:

  • Cease Fire is now Atreides only
  • Crowd Manipulation is now Harkonnen only

- Agents can now be swapped

Developments



- New faction-specific developments:
- Developments changes

Diplomacy



Diplomacy has been fully reworked:
- Relation level is now binary: Truce or Conflict
- Truce costs Authority to establish. The longer time spent in Conflict, the less Authority Truce cost.
- Aggression is forbidden in Truce, with heavy penalties as punishment
- It is possible to enter Conflict without penalty for a cost of Influence
- Treaties have also been reworked:


  • Treaties are only possible in Truce
  • Treaty now cost influence to set and cancel
  • Treaties now lasts until cancelation
  • New treaties have been added

- Existing treaties have been improved
- Trading interface has been redesigned

Dicoveries



  • Using agents on discoveries now requires owning its region or any neighbouring region
  • Ornithopters can no longer resolve discoveries
  • Discovery collection methods have been changed
  • New discoveries
  • All current discoveries are now accessible without Paracompass

Landsraad



- The first Landsraad Council now always starts at the voting phase, for easier onboarding.
- Imperial Edicts has a small chance to happen randomly during the review phase if the Corrino faction isn’t in the current game

- New resolutions:


  • CHOAM Contracts: All factions gain 50 CHOAM shares

  • Landsraad Witnesses: Spawn 3 Landsraad judges for all factions

  • Military Investigations: -50% military development completion speed

  • War of Assassins: The elected faction gains 2 Assassins


Councillors




  • Mother Ramallo: Unlock the Shai-hulud Temple and causes villages neighbouring Fremen to rebel on their own

AI



  • Overall AI improvements
  • AIs now defend against Rebellions
  • Added most new game mechanics to AI behaviours

Multiplayer



  • Reconnecting during games is now more consistent
  • Allow saving games when not lobby host
  • The lobby list UI has been redesigned
  • The faction choice UI has been redesigned

QOL



  • Double clicking on unit banners now behaves like double clicking a unit model: all units of the same type will be selected
  • Unit banners are now considered when dragging for selection
  • The first Spice village will now always be in the part of the region closest to the main base
  • Added game options for airfield ranges and missile battery ranges to be toggled on at the start of the game
  • Fixed units resetting their movement with every action command, leading to an unresponsive feeling
  • Added deploy/undeploy shortcut for units (G key)
  • Added resupply range indicators (H key)

Audio



  • New alert sounds
  • Added diversity on harvester voice lines
  • New hover sounds on councillors
  • Fixed sounds in tactical view
  • Voices are now enabled in x2 gamespeed
  • New and reworked voice lines
  • New and reworked sound effects

UI



  • New faded warning sign when a sandworm is close to units but they cannot be swallowed (ex: they are on rocks)
  • Display the dynamic cost of shuttle transport on the cursor tip

Bugfixes



  • Fixed Harkonnen Sacrifice bugging missions out after reload
  • Fixed sandworms sometimes not targeting AIs
  • Fixed units loading in T-Pose
  • Fixed Smuggler Drones completely tanking performances because of a leak in its idle FXs
  • Unit engage running animations have been tweaked to better fit with their speed which results in less floaty units during combat (especially ranged ones)
  • Military units tried to move before attacking when they were already in range, resulting in a unresponsive feeling, they are now much more reactive
  • Fixed tons of crashes
  • Fixed a lot of texts

Other



  • New Achievements
  • Update Main Menu and In Game Menu
  • Added Credits
  • New attack projectile generation system to allow for more cinematic projectile generation
  • Landsraad raids during pariah standing are now supported by a “Defence Sabotage” operation, demolition units, and have more supplies
  • The Fremen faction can now take control of Deep Deserts if they own all zones surrounding it once they reach the 5k Hegemony threshold


Thank you all for your support of Dune: Spice Wars since launch, your feedback and suggestions have been invaluable and we can't wait to keep developing this game alongside you all.

Enjoy the new Faction!

and also, if you missed the link above, head over HERE to check out the full changelist