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Dune: Awakening Chapter 3 Update: Patch Notes, Changes, Bug Fixes, & More
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The sands of Arrakis change with Dune: Awakening Chapter 3. This major patch redefines the endgame with deep specialization, challenging new locations, and powerful gear augments. So, continue your saga, or perhaps forge a new path, as we dive into the details of this update below.

What’s in Dune: Awakening Chapter 3

Dune Awakening Chapter 3 The 3rd Chapter of Dune: Awakening is here, and it reveals many of the whispers heard in the planet’s deepest deserts. In particular, the Dune: Awakening Chapter 3 Update revamps many of its features to make the endgame less of a slog and more of a rewarding experience. For starters, there’s the new Specialization system. With it, players can now commit to different classes deeply rooted in RPG-style progression. Choose to become a master Crafter, a stealthy Saboteur, a Combat specialist, and more. These specializations not only bring practical passive buffs but also new technologies that can drastically change playstyles. Hardcore crafters can also take advantage of the new Augmentation Station. Use it to slap powerful and permanent augments to your best Tier 6 gear. Don’t get lost in the new features as you continue the story through the Neo Carthag Duelling ring. Follow through the main story, as the game addresses some major pain points. Players who return to Dune: Awakening after taking a break will also receive a welcome-back package. Open it to obtain various resources to help you get back on your feet. The Dune: Awakening Chapter 3 Update holds more than meets the eye, including information about the Raiders of the Broken Lands Paid DLC. Find out more about it by checking out the full patch notes in the next section.

Dune: Awakening – Chapter 3 Update: Full Patch Notes – February 3, 2026

Below are the full patch notes to the recent Dune: Awakening Chapter 3 Update:

Highlights

  • Continue your story! Fight through the Neo Carthag Duelling ring, and team up with an unexpected ally as you dig deeper into the mystery of your origin. Expect a call from a familiar friend when next you enter a social hub.
  • Taxation has been disabled, including the UI in the sub-fief, the NPC dialogue options in social hubs, and the related journey. You won’t need to pay any taxes that may be overdue, which the Emperor has begrudgingly agreed with.
  • Revamped Endgame Progression – A redesigned Plastanium (Tier 6) experience with deeper choices and more meaningful ways to advance for PvE and other playstyles.
  • Landsraad Revamp – The whole Landsraad has been rebuilt, with new replayable missions and new rewards.
  • Faction Ranks – New contracts, rewards, missions, and extended standing/rank progression.
  • Specialization Progression – Choose between Crafting, Gathering, Exploring, Combat and Sabotage as you level up your preferred playstyle.
  • 5 New Challenge Locations – Five of the new overland sites feature fresh open-area challenges that boost faction progress, influence Landsraad control, and earn Specialization XP. New Augmentation Progression – Push your late-game builds even further with the new Augmentation Station, letting you enhance Unique Plastanium (Tier 6) gear with powerful augments that customize and strengthen your playstyle.
  • 5 New Repeatable Testing Stations – The other five new overland locations feature completely new Testing Stations and boss fights with escalating difficulty and increasingly valuable rewards.
  • 2 new weapons and a rework – Dual Blades, the Pyrrocket and the Rapier has been reworked The new vehicle relocation feature in the Vehicle Backup Tool allows you to move any vehicle on the same map at the same cost as recovering a destroyed vehicle. The contents of the vehicle inventory will be dropped on the ground.
  • Redesigned the Personal Light into the Personal Glow Globe, which now allows to direct the light source along the camera’s view, instead of being aligned to the player’s character.
  • Added new chat channels for each faction, one for the Atreides and one for the Harkonnen. Players are granted access to a faction’s chat channel once their rank reaches 2 (or higher) with that faction.
  • Significantly decreased the durability lost when taking damage for Radiation Suits of all tiers. This should now be similar to other armor types of the same tiers.
  • Ornithopter Pilots now accept solari both from player inventory and bank as payment for the travel.

Features & Changes

Resources, Building, and Crafting
  • Players returning for the first time in over 28 days will receive a Return Package. This consists of a bundle of essential resources and components adequate for the highest research tier the player has unlocked. It should provide them with necessary to set up a new base, craft equipment and a vehicle needed for that part of the game. They can be claimed via the “Claim Rewards” option in the in-game menu.
  • NEW: Augments and Augment Station Players can customize and enhance the power of their unique Plastanium (Tier 6) gear with Augments once they have unlocked enough Crafting Specialization Traits: These augments further increase the statistical power of weapons and armor and come in five quality versions. The number of times an item can be Augmented depends on your Augment limit which can be increased via Crafting Specialization Traits. Schematics for Augments drop only from the new dungeons accessible via the overland map. The higher the dungeon difficulty, the greater the chance of obtaining higher-quality schematics, which can be crafted in the appropriate advanced specialty fabricators. Augments crafted in an advanced specialty fabricator can be applied to Plastanium tier unique items in the new Augment Station. Using an Augment on an item reduces its maximum durability and Augments cannot be removed or altered in any way once applied.
  • NEW: Customize mode for the building tool that allows you to apply swatches to placeables. You can now apply Atreides and Harkonnen swatches to your placeables, which are available upon reaching faction rank 10. Placeable swatches with colors representing the minor houses of the Landsraad can also be applied and are acquired by attaining the highest rank of personal contribution with that minor house.
  • Added Large Garage Doors to CHOAM Facility, Atreides and Harkonnen. The Dune Man Set also has one, and it is available to Lost Harvest DLC owners. Increased the rendering distance on glass windows for player built structures. Added a proper item type headers to customizations sold by vendors.
  • Significantly decreased the durability lost when taking damage for Radiation Suits of all tiers. This should now be similar to other armor types of the same tiers. The Observer Set’s Hatch and Door pieces are now available for purchase from building decor vendors.
  • Taxation has been removed from the game, including the UI in the sub-fief, the NPC dialogue options in social hubs, and the related journey. You won’t need to pay any taxes that may be overdue, which the Emperor has begrudgingly agreed with.
  • Added a map marker for the Base Reconstruction Tool’s “Snap to Origin” location to help players remember where their base is located.
  • Added the functionality to pick up the sub-fief from anywhere inside the landclaim by holding down a button in the building move mode.
Combat
  • NEW: Pyrocket class ranged weapon. This unique flamethrower fires condensed balls of ignited incendiary gel. On impact, fireballs detonate, dealing damage in a large radius. This unique range weapon is available in the Duraluminum and Plastanium tier. DA C3 Pyrocket
  • NEW: Dual Blades class melee weapon. The slightly curved, double-edged Kindjal and the smaller Slip-tip knife form a marriage of razor-sharp mayhem. Holding down the attack button initiates a sequence of frenzied hits that partially bypass shields. This melee weapon is available in the Duraluminum and Plastanium tier. DA C3 Dual Blades
  • REWORK: The Rapier class melee weapon has been redesigned to have its own unique playstyle. The rapier is a fast, precision-focused melee weapon that rewards mastery of timing, spacing, and reactive play. While it sacrifices traditional blocking for high mobility, it compensates with unique defensive utility: both opening attacks function as parries. Left mouse button parries incoming attacks and moves the character forward, whereas right mouse button parries while stepping backward to disengage from pressure. Though its blade requires more strikes to stagger an opponent, it penetrates defenses faster than other melee weapons and allows the wielder to parry and attack simultaneously, making it a lethal choice for those who can maintain perfect positioning.
  • Adjusted overall shield progression and NPC shield damage expectations for Duraluminum tier and Plastanium tier enemies. Overall shield damage dealt by Duraluminum tier NPCs to the player is reduced by 25%. Shield damage dealt by NPCs to the player in Deep Desert Testing Stations is increased by 2.3 times since these enemies previously dealt shield damage equivalent to Steel-tier enemies. This adjustment now puts them on par with the new Duraluminum tier enemies mentioned above. New Plastanium tier NPCs introduced in the new overland map locations for Landsraad missions deal 20% more shield damage to the player than the new Duraluminum tier enemies mentioned above. New Plastanium tier NPCs introduced in the new dungeons deal 20% more shield damage to the player than the new Duraluminum tier enemies mentioned above. This will then scale up with the selected challenge level of dungeons and allow skills, techniques, combat specialization, and unique items to give players an edge over these increased challenges. Reduced the amount of shield damage NPCs deal to players with Maula Pistols to be 20% less than what NPCs deal to players with Karpov rifles. This is to make the Maula Pistol feel like more of a sidearm on melee enemies and not like a best option. The Disruptor Pistol’s shield damage decreased by 11%. Shield damage is now added to weapon infocards.
  • The Experimental Lightning Gun rifle has had its stats adjusted. Health damage from 79 to 89. Shield damage from 39 to 50. Power usage from 60 to 40.
  • Due to a backend change in how abilities are stored, all skill trees have been reset. Please make sure to spec your character before venturing into the desert!
  • Reattributing skills now costs Spice Melange and can only be done in a watersealed base or a social hub. The cost starts at 0 and scales up to 5, 10, 20, and 50 with each consecutive respec, after which it stays at 50. The cost decreases by one level every 6 hours. This technically means that you can reattribute your skills for free every 6 hours. However, the higher the Spice Melange cost, the longer you will need to wait for it to return to 0.
  • Adjusted PvP damage scaling curves to ensure that the new endgame progression introduced in this chapter matters in PvP encounters.
  • Base Rocket Launcher now has the Lock-On functionality with a slower target acquisition than a unique Rocket Launcher.
  • Improved ground launched missiles to make them hit their targets more consistently.
  • Updated the description for the Exploit Weakness ability to indicate that the AoE ranged damage is excluded.
  • Added information to the Prescient Strike ability description that the second strike deals 70% of the damage dealt by the initial strike.
  • Suspensor belts will now have 0.1 sec reactivation cooldown after deactivation to prevent spamming.
  • Switching weapons while being knocked back should no longer be possible.
  • Reduced the full set poison mitigation value on the Syndicate (Duraluminum) and Forge (Plastanium) armor sets from 40% to 30% total.
  • Prescience effect no longer grants 100% Poison Damage immunity but will instead increase Poison Tolerance (the amount of poison applications required to become poisoned) by 100%.
  • Reworked Metabolize Poison technique to grant 20% mitigation to poison damage rather than cost stamina to reduce poison stacks.
  • Turning the camera away from a soft locked target will now cause you to disengage from that target sooner.
  • Low Stamina Threshold UI now set to 30%.
  • Improved quality of melee weapon trails.
  • Added audio for Block Break.
  • Characters should now properly display when viewed through binoculars and ranged weapon scopes.
Vehicles
  • NEW: The new vehicle relocation feature in the Vehicle Backup Tool allows you to move any vehicle on the same map at the same cost as recovering a destroyed vehicle. The contents of the vehicle inventory will be dropped on the ground.
  • Improved the vehicle decay by preventing co-owned vehicles from decaying inside a friendly landclaim. Leaving a friend’s vehicle at your landclaim now no longer makes it abandoned.
  • Improved audio for ornithopter rockets.
  • Trail VFX added to ornithopter wings to improve sense of speed.
  • Vehicle temperature indicator is now a bit smoother.
Worldbuilding and Exploration
  • NEW: Added 5 Imperial Testing Stations accessible via the overland map. These new dungeon-type, repeatable PvE activities feature a unique boss fight and can be completed solo or in a party. They also feature difficulty scaling, which allows players to increase the challenge and rewards granted upon completion. Imperial Testing Station #24– an abandoned Testing Station tucked away in the desert. The entrance is halfway hidden in the dark, unfinished construction. Imperial Testing Station #89– high radiation readings are registered around the entrance to this Testing Station. Anti-radiation gear is advised. Imperial Testing Station #136– a Testing Station in the desert, surrounded by fire-scorched earth and a strong smell of burnt flesh. Imperial Testing Station #152– a Testing Station on the edge of the Shield Wall, there the electromagnetic reading of the Coriolis storm is exceptionally high. Imperial Testing Station #195– a seemingly overgrown Testing Station, with vines covering the entrance and a faint smell of burnt elacca wood emanating from below. New unique items are also available in these new Testing Stations including a tactical radiation suit, pyrorocket, and more. Higher grade unique Plastanium tier weapons and armor blueprints can be found in these new Testing Stations. New cosmetic rewards are available when completing these on very high difficulty levels.
  • NEW: Added 4 new unique locations tied to the new Landsraad missions that are accessible via the overland map. Smuggler’s Run– a small rock island with a well-defined and challenging road suitable for driving ground vehicles. Blushing Caverns– a small rock island with a bandit camps atop a large cave of erythrite. Wreck of Tyche– an irradiated shipwreck crashed inside the Shield Wall. The Broodworks– A large, well-defended bandit stronghold located on the Shield Wall.
  • The Old Carthag and the Wreck of Hephaestus can now be repeatedly accessed via the overland map. This chapter also introduces a few more unique locations for story and faction progression.
  • Made several changes and improvements to the overland map. Updated the topology and colors so the UI map and the in-world map match correctly, increased the size of ornithopters, replaced and added new visuals for locations and updated the text labels under each location. The overland map navigation menu now has location categories to better support the increased total number of locations. The overland map now has improved markers that highlight the selected category and indicate if a location is recommended for groups. These markers also show more context for relevant Landsraad missions or journey steps at the selected location. Added player and party map markers to the UI map. The location of a tracked Landsraad Mission is now automatically tracked when entering the overland map. The fuel and hydration mechanics have now been removed from the overland map.
  • Ornithopter Pilots now accept solari both from player inventory and bank as payment for the travel.
  • Minor improvements to interactions with Shigawire Reels audio logs.
  • Combat rooms in the repeatable testing stations now have a warning system indicating new waves will spawn.
Story, Journey, and New Player Experience
  • Continue your story! Fight through the Neo Carthag Duelling ring, and team up with an unexpected ally as you dig deeper into the mystery of your origin. Expect a call from a familiar friend when next you enter a social hub.
  • Due to backend changes, when you first log into the game again, you’ll need to reequip your abilities.
  • New faction-themed cosmetics can be gained by increasing your rank with your aligned house.
  • New cosmetic rewards are available when completing the main story.
  • Duke Leto’s reception hall has had its set dressing upgraded.
  • Removed an extra return trip to Harko Village from the Lost Harvest questline.
  • Added journeys introducing some of the new game content to players.
Landsraad
  • The Landsraad system has undergone a significant redesign to offer a variety of repeatable activities for the endgame. Progress is now earned through a wider selection of activities tied to the Landsraad mission system. Completing Landsraad missions provides Specialization progress and multiple other rewards.
  • REWORK: The Landsraad system has been reworked. To increase a Landsraad house’s progress, you must complete missions for it. Click a house on the Landsraad board to see its available missions. A new tab has been added to the Landsraad UI that provides an overview of all the missions you can complete. Once you select a mission, you can accept it on behalf of a house, and Landsraad progress will count toward that house on the board. Landsraad missions vary and send you to complete different challenges, such as dungeons, time trials, exploration, combat, crafting, and gathering. These missions can be shared among party members. Completing Landsraad missions earns you several rewards: Solari Credits, character XP, and Landsraad Contribution points, which you can complete as many times as you want. Specialization XP, Faction standing, and House Scrip. The latter is needed to buy the components required to craft high-quality items. You can receive these bonus rewards as long as you have Mnemonic Recollections remaining. You receive 5 Mnemonic Recollections per day, which can be stacked up to 35 charges—a total of seven days’ worth. Note: You must complete The Art of Making Friends journey as a step to unlock the Landsraad.
  • NEW: A new avenue for meaningful player progression has been added through Specializations, which can be accessed via the Skills menu. There are 5 specialization tracks that can be leveled up by completing Landsraad missions: Crafting, Gathering, Exploration, Combat, and Sabotage. Once players earn enough specialization XP on a track, they can unlock traits using Spice Melange. These traits give players different bonuses and upgrades, such as the ability to augment weapons, additional skill points, more character inventory slots, increased fabrication and refining speed, or higher resource yields, to name a few. Specialization XP is limited to 5 contract bonus rewards per day.
  • REWORK: Additional faction ranks have been added up to level 20, along with new contracts, rewards, and missions. Players can level up ranks from 6 to 19 via Landsraad Missions. Once a player reaches level 19, they must complete a mission that sends them to an outpost accessible through the overland map. The mission can be experienced once for the Atreides side, and once for the Harkonnen side. The player will reach rank 20 upon completing this mission.
  • Landsraad personal rewards will no longer award armor swatch items. The swatches that were once available from personal contribution are now available at a new vendor and are sold for Solaris. The swatches have also been reworked and come in three types: Garment, Vehicle, and Weapon. Existing swatches that only worked on a single garment type have been updated to work on all garment types.
  • The pending Landsraad missions reward icon is now shown in the player menu’s social footer and in the social menu’s Landsraad tab.
  • A reminder to collect pending Landsraad mission rewards now appears after a while.
  • Added a 60-second timer to all Landsraad onboarding tutorials.
Deep Desert
  • Added more Rock Islands across all layouts and ramps leading from and to the Shield Wall for better ground vehicle navigation.
  • Created a continuous Shield Wall in the Southern part of the Deep Desert.
  • Deep Desert control points have been removed from the Deep Desert. We are currently redesigning how they are meant to work, and when we’ll bring them back when we’re satisfied with the new version.
User Interface
  • Made several changes to the info cards: Melee weapons: Converted stat bars into a row of stat icons in the following order: Damage per hit, Shield damage per hit, Stamina cost to attack, Stamina cost to block. Damage type now shows an icon. Ranged weapons: Converted stat bars into a row of stat icons in the following order: Damage per shot, Shield damage per shot, Clip size, Reload speed. For weapons which consume power, Clip size and Reload speed is replaced with Power consumption per shot. Removed the stability stat bar. Merged fire mode into damage type. Damage type now shows an icon. Armor: Heat protection can now be compared. General Volume can now be compared.
  • The equipped icon for info cards has now moved from the right side of the header to the center of the header. This was done to add item quality on the right side of the header.
  • Disabled map menu when on levels without its own map and added a feedback error message when trying to open it on those levels using hotkeys.
  • Resource markers that are “merging” or “clustering” together on the fullscreen map will now display how many markers are in the icon when hovering over it.
  • On the fullscreen map, if a marker location has a intel that has not been picked up by the player yet, the marker will have a new icon on it itself in addition to the info on the tooltip.
  • Improved how gear with transparent elements now appear in the UI menu so that they are easier to see on the player character.
  • Vendor UI customization swatches and icons now look the same as in the customization menu.
  • Made the Landsraad UI grid progress bar more obvious whenever a task has made any progress.
  • Added visuals to the player menu and inventory screen to reflect the players chosen faction.
  • Radiation UI improvements Added additional UI alerts when moving from and area with increased or decreased radiation. Radiation mitigation stats added to status UI and the inventory stats pop-up. Added different levels of radiation for the area to the environment UI. Showing all the time if in a high radiation zone. Added percentage of radiation debuff fill in the status UI. Environment widget now shows if the player’s radiation is about 75%.
  • When it’s optimal harvest time for dew, the environment UI is now displayed for that period.
  • Added currency overview pop-up in the top right of player menu to make it easier to see all currencies and amounts.
  • Visual improvements done for the main menu and title screen: Lighting and visual effects updated or added. Reposition of triangle footer buttons to align with news feed.
  • It is now possible to switch between quality levels on the alternative stats page of a tech-tree item’s info card.
  • Added failure notification to the HUD when failing a Landsraad mission like the Smuggler’s run.
  • Added sorting of the overland map POI list.
  • The vendor crafting tutorial text was changed for clarity.
  • The text on The Politics of the Landsraad journey was tweaked for clarity.
  • Worm Tooth and other non-listable items are now hidden from the Exchange sell menu.
  • Exchange orders can now be filtered by grade level.
  • Added additional detailed error messaging for Character Transfer failures.
Graphics, Animations, and VFX
  • Redesigned the Personal Light into the Personal Glow Globe, which now allows to direct the light source along the camera’s view, instead of being aligned to the player’s character.
  • Final cinematic of Act II had new visual effects added.
  • Updated and improved various character animations and NPC facial expressions and clothing simulations in cinematics.
  • Added animations to support player stopping in ready state for melee weapons.
  • Added animation functionality for equipping the dual daggers.
  • Small visual differences in the way wind behaves on tarps, making it more consistent with wind speed and more performant.
Social
  • Added new chat channels for each faction, one for the Atreides and one for the Harkonnen. Players are granted access to a faction’s chat channel once their rank reaches 2 (or higher) with that faction.
Audio
  • Audio Design Updates: New layers and mix for JABAL Spirtdart Rifle Gunshots. New sound for fall damage. Revamp of audio for radiation status. Updates to Sheol radiation ambient audio. Backup and recovery tool updates. Added sound to interactive message UI (friend, guild invites, etc…).
  • Updates to Harko Village music.
  • Updated sounds playing when new NPC waves spawn in during various encounters.
  • Added sounds for guild, party and generic invite notification audio.
  • Added different UI sounds to the Specialization menu.
Other
  • Added native support for PS5 controller
Raiders of the Broken Lands Paid DLC
Raiders of the Broken Lands offers a list of cosmetic items. One of the most common requests is more items to build with so this paid DLC includes building pieces and decorations, some weapon and armor variants and more. See the full list below:
  • 74 Smuggler Building Pieces: Build a practical yet comfortable base on Arrakis with these Smuggler Building Pieces.
  • 17 Smuggler Decorations: Add touches of comfort and personality to your hideout with a curated set of Smuggler decor.
  • Smuggler Light Armor Variant
  • Smuggler Heavy Armor Variant
  • Smuggler Stillsuit Variant
  • Raider Buggy Variant
  • Smuggler Karpov Rifle Variant
  • Smuggler Kindjal Variant
  • Emote: Scanning Horizon
  • Emote: Examining Ground
  • Smuggler Swatch

Fixes

Technical and Stability
  • Multiple performance improvements made for both client and server.
  • Improved frame rate stability when coming in range of NPCs.
  • Fixed issue that could cause login to fail with error 9V2.
  • Resolved some sources of error P83.
  • Fixed server crash when processing objects that were destroyed.
  • Fixed a possible rare crash that could happen on very low framerates during a melee attack.
  • Improved client performance by not having Fabricators, Wind Turbines, and Refineries that are running far away from players.
  • Fixed some performance issues in the main map UI on low end hardware/Steam Deck.
  • Small performance improvement when player bases are streamed out on the client.
  • Fixed difference in Global Illumination brightness between High and Ultra quality settings.
  • Fixed an issue where the character on the main menu or server browser would sometimes not accurately reflect the current in-game equipment.
  • Reduced a hitch that could occur when opening the map.
  • Fixed an issue where players might have no respawn option if they logged out while dead or died while logging out.
  • Fixed an issue where server instances remained reserved to players/parties after a restart, preventing queued players from joining immediately.
  • Fixed an edge-case that could lead to X72 errors during a Character Transfer.
Resources, Building, and Crafting
  • Fixed a collision issue preventing certain ground vehicles from passing smoothly through building doorways.
  • Vertical pentashields no longer cost twice as much power as horizontal pentashields.
  • Fixed an issue where the glass surface was missing on the large spice refinery.
  • Fixed an issue where the Lost Harvest DLC’s Vermillius Dusk Swatch could not be applied to all intended content.
  • Fixed an issue where, after picking up an NPC corpse, their untouched loot could drop far away from the corpse’s current location.
  • Fixed missing icon for turret statue in the construction menu.
  • Fixed an issue where players with very high amounts of solaris could have it displayed in negative amounts.
  • Fixed an issue that caused augmentations to be multiplicative with each other rather than additive.
  • Fixed an issue where, in rare cases, the restored bases could show more building pieces and doors in the UI than they actually had.
Combat
  • Fixed an exploit of the PvP respawn timer. Players can’t respawn into other respawn points besides the start respawn point when under PvP respawn cooldown anymore.
  • Abilities can no longer be used on players who are inside vehicles.
  • Update to Weirding Step such that the perk “Iron Will” now properly blocks the stun effect, but still allows you to move to your target.
  • Fixed an issue where projectile hits were applying weakpoints when Exploit Weakness skill was equipped.
  • Fixed an issue where projectiles fired by a player could spawn with a delay for an observer.
  • Rockets shot from vehicles are now correctly mitigated by player armor (e.g. Bulwark set).
  • Fixed vehicle rockets not dealing damage to players and NPCs.
  • Solido Clone ability will be put on reduced cooldown if clone fails to spawn.
  • Sentinel turret is no longer able to track targets through walls.
  • Fixed an issue that was causing skill points to be lost.
  • Fixed an issue where some NPCs would interrupt Heavy attacks for an immediate Fast attack.
  • Fixed an issue where melee NPCs would dodge sooner to Slow attacks from Swords than from Daggers.
  • NPCs should no longer stand so close to the player when the NPC is blocking that they touch them.
  • Fixed an issue where NPCs in the Deep Desert who use drillshot weapons were dealing higher damage than intended.
  • Fixed a kink where some NPCs would look at your feet during melee combat.
  • Fixed an issue where NPCs were unable to perform attacks inside gravity fields.
  • Aim accuracy of NPCs is now reduced when in gravity fields.
  • NPCs will no longer interrupt melee attacks and abilities to dive away from grenades.
  • Improved camera motion for abilities that use “planting” animations (Poison Mine, Shield Wall, etc.).
  • Leaving Aim-Down-Sight no longer increases inaccuracy beyond the default hip-fire inaccuracy.
  • Fixed an issue where Dance of Blades buff didn’t trigger when executing downed enemies.
  • Fixed an issue with Whirlwind/Eye of the Storm animations where it would end in sword stance with dagger equipped.
  • Whirlwind will now transition smoothly into the Idle stance for daggers, swords and rapiers.
  • Various typos in ability descriptions fixed and texts clarified.
  • Icons corrected for Trooper Scattergun Damage & Mentat Rifle Damage.
  • Fixed an issue where stamina costs for dashing were not being applied properly.
  • Dashing out of ability applied CC-Effects will now cost 90 stamina and spawn a corresponding golden ghost, while dashing out of non-ability applied staggers will cost a medium amount of 45 stamina. Any other dashing will cost a low amount of stamina (30).
  • Hazards should no longer be affected by player damage bonuses or reductions.
  • Fixed an issue where getting up from DBNO was not clearing debuffs correctly.
Vehicles
  • Fixed a collision bug where players could become trapped between the scout ornithopter’s wing and tail section.
  • It is no longer possible to clip and traverse underneath ornithopters with a sandbike or treadwheel.
  • Fixed choppy vehicle turret rotation.
  • Fixed an issue which caused harnessed vehicles to become inaccessible after travelling.
Worldbuilding and Exploration
  • Fixed an issue where in rare cases, NPCs in the Imperial Testing Station 60 boss room could have already spawned before the player reached it.
  • Improved rock climbing around Mysa Tyrill.
  • Players no longer take fire damage when standing on a certain pipe in the mining rig inside Southeast Ironworks.
  • Player now correctly takes fire damage in the Wreck of Kytheria ship.
  • Fixed several issues with moisture membranes not covering the entire cave entrance.
  • Fixed missing weapons for Harkonnen guards at Riftwatch.
  • Fixed certain enemies in the contract Digging Deeper not attacking the player.
  • Fixed an occasional issue where the slowing effect was still applied after exiting quicksand.
  • The Muad’dib and Desert Hawk should now only spawn within the Hagga Basin and the Deep Desert.
  • Fixed a bug where collision on objects would be scaled incorrectly, improving AI navigation in those areas.
  • Refined repeatable Testing Stations’ balancing.
  • Fixed an issue where Doctor Lemember could leave the arena during the fight in the Imperial Testing Station No. 24.
  • Fixed an issue where Doctor Lemenger wouldn’t spawn NPC waves.
  • Fixed an issue where the bosses of Testing Station No. 136 and No. 195 might not reset after player is defeated.
  • Fixed jumping issues in social hubs and trading posts.
Story, Journey, and New Player Experience
  • Addressed several visual bugs present in cinematics taking place in the tutorial area.
  • Improved behavior of quest item and quest schematic acquired in contract “Forged in Dishonor”.
  • No longer possible to indefinitely extend your time in a story mission by remaining in a dialogue.
  • Fixed an issue where multiple rewards icons were wrongly shown in the Journey menu.
  • Fixed an issue where players could get stuck with the same dialogue with Piter de Vries after betraying the Atreides to join the Harkonnen.
  • Fixed an issue where players could get stuck going through the Chapter 2 main story investigations due to the loss of their cryptic note item. Upon re-entering the room they were stuck at, you will receive a cryptic note which is needed to progress.
Deep Desert and Landsraad
  • Lighting has been updated in the Deep Desert.
  • Fixed issues in the Deep Desert where the landscape was missing in some areas at distance.
  • Fixed collisions, cover points, and PvP/PvE zones in Shipwrecks and Testing Stations.
  • Grounded floating rock islands.
  • Plugged holes in the terrain.
  • Fixed issue where interactions with Landsraad interactables would be possible when you’re not on the correct mission step.
  • Fixed auto-tracking of new accepted Landsraad missions.
  • Fixed problem where it would not show the required amount of points needed to win a House tile.
  • Fixed an issue where the Landsraad UI would appear to have no Landsraad missions available.
  • Fixed problem where the compass would show mapmarkers for all accepted quests at the same time.
  • Regenerated all Deep Desert UI maps to fix islands buried under sand dunes.
User Interface
  • Fixed an issue where when opening the fullscreen map in Harko Village, the camera would not look directly at the players icon.
  • Fixed an issue where when markers appears on the compass. They would previously “teleport” to the correct location right after appearing.
  • Fixed an issue where the marker tool-tip widget would be placed to far upwards when shown on the bottom part of the screen. It will now be placed a more correct distance upwards.
  • Fixed an issue where the marker tool-tip widget would go off screen if shown too far to the right. It will now be placed on the edge of the right side of the screen.
  • Fixed an issue on Harko Village fullscreen map, where markers would be offset and not show in the correct location.
  • Fixed an issue on Arrakeen fullscreen map, where the cameras movement would no be restricted enough allowing to view outside the edge of the map mesh.
  • The Deep Desert map marker on the overland fullscreen map was adjusted to prevent clipping off the screen.
  • Fixed an issue which caused network status indicators not showing in the overland map.
  • Fixed an issue where the Control Points marker was still present in the map filter outside Deep Desert.
  • Fixed a bug where the Ping Markers displayed on the compass were too small.
  • Fixed an issue where a player could see party members on the campass in Lost Harvest DLC Testing Station even when they were playing on a different instance of the same Testing Station.
  • Fixed an issue where some users didn’t see messages in the guild chat.
  • Fixed a bug where the Mouse Wheel Scroll Icon Arrow in the vehicle backup, welding torch and building tools showed the wrong scrolling direction.
  • Fixed an issue where a scroll bar was visible when a player was previewing loot.
  • Fixed a bug when switching from Construction Tool to any weapon it would not display the Favourite Item.
  • Overlapping subtitles should now be prioritized properly.
  • House Spinnette should now be correctly spelled in the House armor swatch rewards.
  • Resolved an issue where the guild info of an inspected player would occasionally show incorrect information.
  • Fixed an issue that would cause failed Landsraad mission steps to not always get removed from HUD until re-tracked.
  • Fixed an issue where HUD reappeared in the background after a player received a pop-up in any peaceable.
  • Fixed an issue where the Vehicle Sandstorm Damage trait erroneously showed +15% Vehicle Sandstorm Damage instead of -15%.
  • Fixed an issue where fuel amount wouldn’t update in the Vehicle Management screen if the vehicle was refueled from outside the vehicle.
  • Fixed an issue where players would receive multiple mission items when they were traveling between maps while having unclaimed mission rewards.
Graphics, Animations, and VFX
  • Fixed various animation bugs, distortions, and emote popping for NPCs.
  • Fixed Zantara’s rocket position during Zantara’s Plan cinematic in NPE.
  • Feet now adjust to surfaces when playing emotes.
  • Fixed Dune Man Thumber Forward emote resetting during the loop.
  • Fixed character’s rotation breaking when using emotes in walk mode.
  • Fixed arm snapping when going into a storm while in a suspensor.
  • Fixed reload animations still playing on the weapon when player holsters the weapon while reloading.
  • Fixed player snapping when unholstering pistol while crouching and moving towards camera.
  • Fixed player sinking in ground when near a medium wind generator.
  • Fixed player walking when using scanner and moving at run or sprint speed.
  • Player’s head gear will no longer appear unexpectedly while using a poison snooper.
  • Karpov muzzle flash is now in the same position in crouch and standing whilst firing.
  • Fixed an issue where firing against the large spice refinery would not show a VFX.
  • Players will no longer see flickers when talking with Elara Tuek (and possibly other NPCs).
  • Fixed flickering issue with smoke effect when a damaged Vehicle is in movement.
  • Fixed a visual issue whereby a thin line was visible on some areas of the landscape.
  • Addressed visual issues/glitches present in the Fourth Trial of Aql.
  • Fixed, updated, and improved various lighting in Testing Stations and tradeposts.
  • Improved performance and visuals to various ability effects, weapons, and materials.
  • Fixed an issue where certain characters in Arrakeen would sometimes have their upper body missing.
Audio
  • Fixed a bug where heavy and light attack SFX would play even if the attacks are interrupted.
  • Fixed some radio episodes and music transitions overlapping or causing silent pauses.
  • Sometimes loading into new levels caused short audio corruption on loading in.
  • Fixed a bug where the burning effect applied to a character had no SFX.
  • Fix for rocket launcher explosion sound cutting abruptly in certain scenarios.
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