Greetings from Arrakis to all you Dune Imperium fans! Thank you for your excellent support and feedback in the days following the game’s release to Early Access.
We have another patch this holiday week, and it’s a plate full of fixes with a side dish of improvements. Thank you for playing!
Bugs & Improvements
Fixed several localization issues
Added mouseover info to Troop Supply
Fixed a bug when playing Dagger to Hall of Oratory
Fixed a bug with Undo, Trash, and Assassination Mission
Fixed a bug where the AI benefitted from buying Fremen cards in the Heroic Desert Power challenge
Fixed a bug with playing Ariana’s Signet Ring to a Spice trade location
Fixed a bug where resuming a saved match triggered Ilban and Ariana Thorvald’s abilities
Fixed a bug with troops gained from Emperor Alliance via Machinations
Fixed a bug where undoing acquiring Helena's Reserved card causes the card’s cost to increase by 1
Fixed a display bug where the VP breakdown showed inaccurate information
Fixed a display bug so that the animation for stealing an Alliance token shows the proper alliance instead of always displaying Fremen
Added suppression fire button to "mag dump" on designated location
Added ability for host to choose bots doctine
If opposing team has players, those player can choose their friendly bots doctrine and not host
Added initial setup of Doctrines 2.0
Changed Doctrine Points scale from 100 to 200 points per player
Added new RUS doctrine to MID war (LendLease)
Added new squads for all Nation, time periods and doctrines that change per doctrine selection
Updated lend-lease doctrines into their own class of doctrine.
Infantry redesign:
Defined more clearly infantry tiers 1..4 without the numerous exceptions of health/stamina for very specific squads.
Removed snipers from squads.
Defined new infantry squad roles which bring unique perks. -> Standard squads have the traditional characteristics. -> Recon squads, which existed until now, have extra speed and stamina on top of their existing reduced HP and increased view range. -> Defense squads have slower movement speed but higher health regeneration, ideal for remaining behind cover. -> Stealth squads (irregular doctrine) have even lower detection range, more speed, and can use captured sniper weapons. -> Veteran squads have overall better stats and are marked with a "+" on their tier, but also come at a higher cost.
Icons of infantry updated to reflect the 'squad role' (not all are updated yet)
Fixed multiple pricing issues with squads due to small inconsistencies over time.
Updated Create Conquest Screen and added ability to choose theatre of operations and opposing nation
Everything Else
Added new 3d models for sandbag, boxes, craters, tree logs
Added some high quality stamps to replace specific older ones
Added one more shell to Karl gerät inventory
Added new minimap icon for mortars
Added flamethrower ammo can now be refueled by Fuel truck's auto-resupply
Added ammo selector to weapon library (fixes issues like rifle grenade showing massive range)
Added new squad icons with squad role
Added new single-buy infantry options to MP (rifleman, SMG, Semi-auto rifleman)
Added indicator of towing capability to the unit icons
Added limit of 4 to all DP command vehicles
Added new sounds for MG 26(t)
Added new model for soviet MG ammo
Added new model for USA HMG ammo
Added New soviet and german units to conquest
Added new guidance law for chasing vehicles to throw AT grenades
Added "chance" check to crew shock time when vehicle is penetrated to stop crew shock when chance = 0
Added camo texture for SiG 33
Added camo texture for Opel Blitz
Added camo texture for Pak 97/38
Added BATTLE state to AI that will prompt soldiers to reload if the ammo is too low (not empty, there's other checks for that) AND the soldier is holding fire
Added limit of 1 to su100y (Shared with bm30 rack)
Added APCR and more HEAT shells to stug3G late to better compare against Hetzer which is now an MP buy.
Added squad disbanding button
Added some squad overhead icons (still need breed assignation)
Added missing dx11 shader cache files
Added bazooka detailed ammo versions
Added ammo variant of sdkfz6 for resupply
Added proper kriegsmarine portrait
Added new snow hit fx
Added FX for tree leaf shedding
Added M24 smoke supplies grenade
Added M1928A1 thompson to soviet-US lend lease tank commanders
Added mg34_belt_long and mg42_belt_long entities with 300rds to German mg stands and Halftracks
Added passengers to Panzer 35(t)
Added limit of 1 to doctrine_pz756r to be consistent with other irregular doctrine
Updated separated chassis movement data sync when executing the path order from placemnt sync by physics; this should fixe the "overshoot" on reaching destination or cancelling order
Updated many MP and DCG maps for balancing tweaks
Updated timers of all squads
Updated (swapped) StuG IIIG and StuG IIIG Late as MP buy option for Germany late war.
Updated hit marker to show when in Direct control modes
Updated hit marker to be 1/2 size
Updated German MG ammo box to hold 300rds instead of 250rds. We are aware they'd really hold 296rds but for games sake, we rounded to 300.
Updated snipers and suppressed weapon signal setup
Updated Opel Maultier textures
Updated ba6 textures
Updated bottom right interface panel to allocate more buttons
Updated buttons on the bottom right interface panel to be more intuitive
Updated bot purchase priorities
Updated positioning of MP/CP and name labels in buy icons
Updated DP units ordered by cost (Reverted order by unit role/class)
Updated interaction code for multi-barrel looping
Updated mp bot setup/tracking optimized (reference tags instead of using entire zone searching for props every time). Sync mp script to latest dcg bot tracking.
Updated 3rd person camera position on kubelwagen_mg and kubelwagen_dak
Updated 3rd person camera position on MG emplacements
Updated Price and timer tweaks for t60
Updated BM-8 minimum barrage count to 1/2 of a full rocket load
Updated armor hint on vehicles: Now the dialogue displays values for hull, turret and additional armour separately.
Updated LOD distances
Updated Early war DP cost for some units
Updated (swapped) Early war kv1_39 of all-round with kv1_40 from offensive doctrine, to make more sense in picking them and other similar units of same tier (t34 and kv2) due to their cost difference
Updated blast damage define for karl thor shells and reduced the blast damage radius for killing tanks
Updated blast damage for 100-250kg bombs, 280mm BR5 and Goliaths to fall inline with new maximum blast radius set by karl thor changes
Updated (optimized) flamethrower fx
Updated entitymanager with new building parts/slicers
Updated hit marker to show when in Direct control modes
Updated hit marker to be 1/2 size
Updated (swapped) StuG IIIG and StuG IIIG Late as MP buy option for Germany late war.
Updated blast damage thresholds for ammo components in tanks
Updated inventory cell colours, adding a green highlight on compatible ammunition.
Updated sov motorised sappers to come with an extra miner of each type, removed one engineer and rifleman to make room
Updated weapon stats for assault rifle class weapons (STG)
Decreased range from 110m to 100m
Decreased base damage value from 70 to 65
Added unique bullet damage curve (stats are in between rifles and smgs)
Fixed inconsistent placement sync state on server (possibility for incomplete data sending after movement restart)
Fixed [bullet] effects and fly-trough sync for synchronized bullets
Fixed [weapon] autoreload locks weapon after human rendered unconscious
Fixed crash if weapon vanishes during advance/attack order
Fixed squad being deselected upon commander death (still issue when knocked down)
Fixed some tank destroyed models not having thickness on hitboxes
Fixed humans being thrown out of manual when crawling down extreme inclines (like into trenches)
Fixed [explosive shells] added sync of bullet detonation state to preven it flying on clients beyond hit target that caused a detonation
Fixed bullet exit from volume to deduct bullet energy.
Fixed LOD view of 20mm_l39 magazine
Fixed MP bot AI ignoring re-crewing his own assets and using friendly user items instead.
Fixed pz38h_w40 manpower (score) cost to be consistent with other heavy rocket vehicles (from 800 to 1600
heavy katy cost/score which is easier to kill)
Fixed range/accuracy modifier for 37mm_kwk146f (pz38h_735 tank gun)
Fixed german tanks sometimes not having a voice
Fixed fences desintegrating and not displaying broken pieces correctly
Fixed hull mg rotation limits on lend lease Shermans (was too narrow)
Fixed off-map strikes not working in conquest
Fixed position of blenheim_mk1 engine's supercharger intakes
Fixed conquest buy menu not rendering fully for wide screens
Fixed rocket weapons to show in secondary window of vehicles that have a tank gun as primary
Fixed Friendslist and other windows of lobby interface clipping the borders.
Fixed SU-76 to be able to tow
Fixed a tree in the middle of a road on DCG Puhoksen
Fixed a pathing issue with a cliff on DCG Karvola winter
Fixed flying objects on MP Ladoga
Fixed pathing issue with a wooden board on MP brozha
Fixed Assault rifle class weapons (STGs) missing spreading modifier when shooting in burst
Fixed submaster not being set at the beginning of the session
Fixed human animation standing up when exchanging items
Fixed dir for flame weapon sound fx
Fixed some icons
Fixed some unit compositions and localization
Fixed some localization inconsistencies
Fixed [tanks] turning in wrong direction after turn order cancellation
Fixed crash (weapons unlinking from hands back into inventory, LinkStuffView from inventory tries to link back to owner that is in the process of being deleted)
Fixed amphibious vehicles being able to leave map play area in MP
Fixed charger crew of jagdpanther from leaving vehicle on spotting enemy when controlled by AI
Fixed auto cannon vehicles weapon accuracy from being reduced by the recoil animation of the main gun
Fixed zeroing accuracy on sdkfz234_2 (Puma)
Fixed missing transmission component for gaz76 and gaz67b
Fixed missing zeroing time for PZ38h W40
Fixed missing stealth trait for Soviet MP Sniper breed
Fixed "talks" for cannons and tanks to play properly
Fixed DSHK AA to be moveable with only 1 crew (same as standard DSHK Stand)
Fixed texture transitions on DCG Natramala winter
Fixed texture transitions on SP Bagration
Fixed flagpoint A collision on 4v4_kylmapuro Battlezones
Fixed missing road terrain on DCG Wasteland
Fixed make squad on cover leave cover immediately when move order comes
Increased (worsened) aim time of Hetzer to replicate the cramped crew conditions
Increased accuracy of sniper rifle when not performing aimed shot.
Increased reload time of Artillery Signaler pistol from 60s to 120s
Increased resupply cost of flamethrower ammo from standard ammo crates/trucks in MP only
Increased cost of STG-44 from 18 to 20 MP
Increased cost of FG-42 from 18 to 22 MP
Increased resources for bots on Heroic difficulty in MP to make them more challenging
Increased (conquest) research Points gained per win, loss, and map bonuses
Increased Hetzer price from 530 to 550 MP.
Increased max CP in conquest from 350 to 500 and adjusted the Stages accordingly. {StageCP 60 80 100 120 140}
Increased Conquest max global CP to include support tab CP + the 5 normal stages CP (550)
Increased reload time of all rocket artillery
Increased zeroing time for rocket artillery 6s to 10s
Increased the amount of blast energy required to potentially stun Armored Car class vehicles
Increased initial timer of all transport trucks from 0 to 60 seconds, to balance match openings due to faction trucks having different speed values and maps having roads near certain spawns
Increased starting CP in conquest match to be able to call player waves in sooner
Increased limit of fin doctrine engineering squad from 4 to 5
Increased limit of ger eng kettenkrad from 4 to 5
Decreased traverse and track grip of Hetzer
Decreased spotting distance of stealth infantry from 100 to 75 (standing motion) and from 30 to 20 (crawling)
Decreased cost of early war stug3b from 50 to 45
Decreased cost of Volkssturm (tier 0 infantry) by 1 MP
Decreased Interface music volume in default settings
Decreased cannon body component thickness by 2mm-4mm depending on class
Decreased rocket artillery rate of fire (time between each rocket shot) to be more inline with historic values
Decreased damage done to armor by at rifles due to bug that causes them to penetrate 2x with each shot
Decreased Marder III M price from 510 to 500 MP.
Decreased 150-210mm towed cannon command point cost to 30 for those that were above that
Decreased tier 0 infantry (Tier 1 with no weapon skills, currently Volkssturm only) by 1MP each
Decreased price of M31 Suomi (Stick) by 2 MP
Decreased price of M31 Suomi (drum) by 1 MP
Decreased price of Thompson M1928 (drum) by 1 MP
Decreased price of PPSH 41 (stick) by 3 MP
Decreased price of PPSH 41 (drum) by 2 MP
Decreased price of PPD 40 by 2 MP
Decreased price of double barrel shotgun by 2 MP
Decreased reload time of 30mm mk103 from 20 to 10s
Decreased the radius that rocket artillery does maximum blast damage
Decreased Plane MG and Cannon range in MP slightly (10-20m)
Decreased Plane MG and Cannon rotation limits (left to right) in MP
Decreased Airstrike Plane vision distance and width in MP (Recon plane not affected)
Decreased MG34 and MG42 belt versions from 250 to 100 rds
Decreased cost of German infantry with belt MG by 5 MP
Removed sniper ability from stealth
Removed non-functional actions from control panel
Removed re-equip of 'rocketlauncher' tagged weapons after using a panzerfaust
Removed question mark from coop loading screen summary
Bug Fixes: - Fixed the "anti-tunneling" mini game mechanic that was broken in the previous patch. - Fixed flickering texture issues on Pardner ghost heads and hats when sandstorm is active. - Fixed being stuck in place as a ghost if you died while climbing. - Fixed the skybox not resetting on the main menu if your last game ended during sundown. - Fixed a handful of miscellaneous under-the-hood bugs that were throwing errors.
Patch v0.7 introduces a revamped tutorial as well as a completely reworked Storefront experience along with several quality of life implementations to make the Storefront and general gameplay more seamless.
User Interface
The tutorial is now built into a new feature called the “Logbook” and has received a major update both visually and functionally.
New location for the Logbook UI.
Each step now has a ‘Play’ button to initiate a tutorial sequence at your own pace.
Each step now has a ‘?’ button to read details for any tutorial sequence/feature if you’d like to know more about any feature.
Rewards from the Logbook may now be manually claimed whenever you want by clicking the reward chest.
Developer Note: We have even more intentions to make the Logbook/tutorial even easier to understand, however, the remaining features will be implemented along with the visual update to the UI, which is very close! Please also note, we are aware that some things are missing from the Logbook (Tokens, Merchant Skills, etc.,) but all remaining information will be coming very soon in upcoming patches. Finally, the Logbook is intended to last throughout your entire playthrough, and so will have extra goals added as time goes on which will give extra rewards and achievements to set your sights on.
The notifications for the Storefront, Guild, Favors and Skill Tracker are now more apparent. Removed the notification timer on some more important pop-up notifications.
Functionality
The Storefront has received a major update.
Visually, the storefront is now a “sheet” instead of a “panel. This means it is about the size of 3 panels all in one.
Daily Bonus Items have been added which sell for additional gold.
Suggested Items have been added which will show likelihood of quick selling items with high value.
Hero Desire has been added, which means heroes will pay more based on how big of an upgrade the item is for them.
Sale history has been added which shows the profits of all your previous sales and who made the purchase.
A “pre-sale” section has been added which means that a hero is wanting the item and will be on their way to purchase the item from you very quickly, usually through a town portal if they have one available.
Sales Goals have been added which apply to certain hero slots and an amount that could be sold for bonuses. When you have available crafts for sales goals, you may also quickly craft them from the Storefront sheet.
Heroes of the realm are now able to use a town portal every 12 hours to quickly teleport back to town to check your shop, pick up quests, craft, or anything else they may need. They are able to return back to their previous location through the portal they created.
When two heroes have arrived at a dungeon, they are now able to summon any remaining party members to the Dungeon.
Heroes are now able to salvage. When they do, a portion of their salvage is stored in the Crystalline Converter which you are able to collect. (Max 1,000 Nacreous Crystals at a time.)
Balance Changes
Increased the amount of Nacreous Crystals rewarded from salvaging items.
Heroes now start out with 100g as a baseline to encourage a more stimulated economy in the early game.
Bugs
Fixed several instances which were preventing panel interfaces from scrolling with the mouse click-and-drag if your mouse was clicked over an item cell.
Fixed an issue which was causing hero information to not display correctly in the Hospital interface during Leisure mode.
We've just pushed a new update which dramatically improve VR viewing angle . Each pose will tilt your VR angle towards the action so you don't need to break your neck :) Hope you enjoy it. Please let us know if you are running into issues. Thanks.
Hello there! As time flys and the year end is coming closer, we want to dedicate this patch to our very own end-of-year "Snuggle Feast"
IMPROVEMENTS
Snuggle Feast To pay homage to Captain Snugglebeard, there is now a year-round Snugglefest in Loldania. At the start, the festival will be decorated for Christmas, but with each update the festival will be expanded and adapted. There will be apple fishing, a golden Snugglebeard, lots of stores with special offers and if the dragon dwarf isn't careful, you might be able to sneak a ride with the dragon!
Improved starting experience on Turtle Island with a brand new Quest!
Also, we added new Islands on Snugglebeard Islands