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Welcome everyone to another Battle for Dune: War of Assassin's update! We've once again been busy working on bringing to you new balance, changes and maps! Top 100 We've once again made it to the IndieDB Top 100 games! Thank you to everyone who voted for us to get to this point so far, but we're not done yet. Click on the lovely imagine above and give our sandy, yet spicy, First Person Shooter a vote to get to the next stage! Battle for Dune: War of Assassins couldn't of made it so far without your support, let's see it get more recognition! Infantry & Weapon ChangesThe Flamethrower Infantry has been a point on conversation during games, and how his weapon is finally in the right place for the unit's cost and that this is for House Harkonnen's Elite Infantry Class, but he's just a bit too tough to take down now this is the case. So he's received a slight Shield and Skin type nerf to bring his overall gameplay more inline with what's intended, and after a good amount of playtesting, we're now happy with where he sits! We've also been taking a look at the Grenade Launcher, Missile & Rocket Launchers. For awhile now, these weapons have quite been in a good enough place in terms of dealing with 1 on 1 encounters, and with Missile & Rocket Launchers anything but direct hits. The Grenade Launcher now has a faster Rate of Fire to deal with single encounters far better, but has an increased Reload time to compensate for this increase in DPS. The Missile & Rocket Launchers have had their explosions reworked to cover a smaller radius but an increased Explosion Damage. With this, Missile & Rocket Launchers are now much deadlier with splash damage, with potentially insta-killing another Infantry from full health! Outpost Lima This boxed in, depraved part of Arrakis' many rocky regions was once a thriving Harkonnen industry hub. With production going from the Factory, to the Warehouse, then to the Shuttle Lift, this was a key weapons manufacturing centre for House Harkonnen, isolated from the Capital at Carthag. In this new Team Deathmatch map, House Atreides has found this little operation and has initiated a strike on the Facility, catching House Harkonnen and the Shanty Town Slum bound Slaves working the production lines completely unware! Radar RetreatWe once again return to the Atreides home world of Caladan, with Radar Retreat, a quiet remote area with a Radar Outpost station monitoring communications and traffic for that region. Set on a crisp foggy morning, this new Conquest map has a different take on the tradition gameplay established on other Conquest maps where you don't spawn in a protected location and you change your Infantry Class by grabbing Crates! New Death Screen Since we released when you've been bested or sniped by someone in Battle for Dune, you've had to look at this untextured countdown to when you can next spawn with no other information on what happened. Well Cyberarm has heard your pleads and has been hard at work answering them! All you were simply left with were questions, such as, "What? I thought I had them! How much health do they have?" or "What even killed me? I bet it was that camping TeamWolf again with a bloody Sniper, wasn't it?!". Behold, Death Screen 2.0! With this new Death Screen, you can now see who killed you, with what weapon, along with how much Health and Armour they had at the point of your demise! 1.0.1.2 Patch Notes! And with everything already said, here are the patch notes for update 1.0.1.2: Time to Watch the Moons Rise againJoin us tomorrow for a Battle for Dune: War of Assassins game night on the new patch playing on the new maps! Until next time, stay spicy! [blurb]Welcome everyone to another Battle for Dune: War of Assassin's update! We've once again been busy working on bringing to you new balance, changes and maps![/blurb]
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Battle For Dune Battle for Dune: War of Assassins Game Night
cyberarm posted an event in Community Events
untilSand. -
Battle For Dune Battle for Dune: War of Assassins Game Night
cyberarm posted an event in Community Events
untilThe sands tremble! -
Hey I’m having a problem running the game in 640x480 resolution full screen. The game won’t run at all. When I run it in borderless mode it will play but only as a small window/instance in the upper left hand corner of my monitor. It doesn’t run well with borderless gaming. My laptop only has 4GB of RAM and the game otherwise runs in 1366x768 recommended resolution however it is somewhat choppy with the Framerate thus I am trying to run it in 640x480. Also, when I fire an automatic weapon, it causes the weapon to recoil upward really bad and there is a white line going upwards along with it. It doesn’t do that when I run the game on my friends computer. Any help would be much appreciated! Thank you for your time.
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Hello fellow sand enjoyers, and welcome to this special 2 year anniversary Infantry Release update! What Have We Been Up To?We've been busy working on the new Vehicle Release, currently we're getting the core gameplay loop done and all the bells and whistles around that, features, assets, maps, and the rest. We're also working on more Infantry Release maps before we stop actively working on this version, more updates on both of these in the near future! Guard Station Set of the home world of House Atreides, Caladan, Guard Station is an outpost set inside a fissure surrounded by forests and mountains. In this new Conquest map House Harkonnen has taken one of the Guard Stations in this area, at one of the fissure's ends trying to capture more territory, it's House Atreides' mission to stop this at all costs! Update 1.0.1.1 With the new map, we've got a few more changes for the update we've pushed today! Here's the changelist for 1.0.1.1: Audio: - New objective announcements for Conquest and Team Deathmatch modes for House Atreides - New objective announcements for Conquest and Team Deathmatch modes for House Harkonnen Levels: - New Conquest map set on House Atreides home world of Caladan, called Guard Station - Corrected Wall textures on Lonely Road - Corrected Wall textures on Clifftop Pass Props: - Fixed stuck spots on MK.1 Harvester model Weapon: - Fixed Bolt-Action firing and reloading issues What's Next?We're continuing on with the Vehicle Release, our main focus is getting a Vertical Slice together to lock down our image for how what we want the game to look and play! This means getting Vehicles setup properly, Infantry Classes and customisation options down, Environments looking and feeling like you're on Arrakis, Buildings having proper layouts and functions, and much more! That's it's for another Update!Join us today and tomorrow for Battle for Dune: War of Assassins game nights and a Round Table tomorrow (15/09/24)! We look forward to seeing you all there! [blurb]Welcome to Battle for Dune's 2 Year Anniversary Update! Come and see what we've been working on and what's included in this special occasion's game update![/blurb]
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untilComing soon.
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Battle For Dune Battle for Dune: War of Assassins Game Night
cyberarm posted an event in Community Events
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Hey all! BfD's been out the door for a while, and on the heels of the game night last night, we figured we'd gauge your feelings on the maps! So tell us, what's your favorite map? How about your least favorite? Please vote and leave a comment explaining your choices!
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Battle For Dune Battle for Dune: War of Assassins Game Night
cyberarm posted an event in Community Events
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untilRenegade's 22nd Anniversary Event, Day Five: For the Dune!
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- Battle For Dune
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untilThe sands of Arrakis call.
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Happy Birthday to Battle for Dune: War of Assassins! It's been 1 whole year since we finally released the Infantry Release for BFD, and as much as things have been a little quiet over the year, we've got another content update for you to celebration the occasion! Update 1.0.0.7 - The Birthday Patch In Update 1.0.0.7 we've got a new Game Mode, better Grenades, updated audio and Quality of Life fixes! Check it all out on the Change List: - Setup new the new Game Mode, Team Deathmatch! - Added new map BFD_TDM_ClifftopPass - Added new map BFD_TDM_HaggaGulch - Added new map BFD_TDM_SihayaRidge - Added new map BFD_TDM_TsimpoVillage - All Team Deathmatch maps have a 7 minute time limit. - Increased Frag Grenade Explosion Outer Radius from 5 > 8 - Increased Frag Grenade Explosion Damage from 120 > 250 - BFD_LonelyRoad has now been set to 10 minutes. Team Deathmatch If you've ever played a First or Third Person Shooter, you've more than likely played Team Deathmatch! It's a staple of any Shooter Genre, and we at Battle for Dune: War of Assassins thought it was about we introduced it to the sands of Arrakis. As you'll soon see in-game or notice from the patch notes, currently the only TDM maps in rotation are Conquest maps we've converted over to the new Game Mode! This is largely to test the waters, see how well it truly does fit in BFD and see about making new maps for Team Deathmatch in future. What's Next? We've got a few things in the works coming soon that didn't quite make this update, but will be in ones to come! Keep an eye out for new maps, and more in the coming months. Until then, have a nice warm sand bath and watch out for those sand worms! [blurb]In this Spicy Update, we celebrate Battle for Dune: War of Assassins' first birthday! With this, we've released a new Game Mode featured on 4 familiar maps, some Grenade tweaks and more![/blurb]
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Hello and welcome to a June update (if we don't put an update out in the month that sounds like the theme of the game, what are we even doing?)! It's time to talk about what we've been up to and what we've got planned next!! Infantry Release Recap Cast your minds back to the end of August, last year. After almost a decade and a half, Battle for Dune: War of Assassins finally released! But in true W3D Engine fashion, we pushed out an Infantry Only release (because Tiberian Sun: Reborn is our cool, older brother). What did we achieve with this release? We were the first brand new released game from W3D Hub, breaking that long running stream of updates, big and small, from Red Alert: A Path Beyond, Expansive Civilian Warfare, Tiberian Sun: Reborn, and Interim Apex. We were the first W3D Hub title to release with new Gloss and Specular textures and shaders, full infantry inertia movement, First Person only, fully Aim Down Sights gunplay and to show off the wide range of flexible modernized weapon features. We went with a different approach to traditional W3D titles in terms of game modes, which was Conquest (Capture Point based objective gameplay) instead of focusing on Base vs Base. We released with 6 maps in total, 4 Conquest, 1 Base vs Base and 1 Hybrid (Conquest with Bases), with all the intention to follow up on that map count, but alas that hasn't happened yet. Ultimately, we achieved what we set out to do. We had every intention of sticking to a healthy post-release support plan, but getting Battle for Dune out the door took it's toll on us and we were left pretty burnt out. We've managed to get some Quality of Life and bug fix updates out, but none of the maps that were being worked on which were in high demand by you guys. We still do have plans to get some new maps out and a few more QoL improvements pushed out for the Infantry Release, but it's not currently where our biggest motivation lies... What does this mean, TeamWolf? Vehicle Release Development As the title suggests, we've entered development on the next Chapter of Battle for Dune, but I hear you asking... Why are we deciding to do this now? It's pretty much self explanatory at this point, that our lack of motivation largely comes from wanting to work on the full version of the game - Battle for Dune's Vehicle Release! It's the most requested thing we get when asking what you guys want to see next, and we're no different. With the 1 year anniversary of our game's launch 2 months away, we felt that we should be getting on with the next installment and bring the full Battle for Dune: War of Assassins experience to you all ASAP! High Level Plan Currently we're looking to add new Base Structures, Infantry, Weapons, Vehicle maps and a wide range of audio! More on these will be shown off and explained in future updates! We're looking at reworking some areas of the game, such as general damage lethality, Shields, Infantry Classes, and a few more. We're also going to be expanding on existing features, such as Capturable Objectives, Weapon handling, and potentially economy. For now, allow me to introduce the backbone of the Imperium's massive drug addiction and what fuels your Great House's economy, the Spice Harvester! Concept art by squidempire. The Spice Harvester is a huge, hulking machine that is designed to operate and withstand the harsh desert environment of Arrakis. These behemoths work in tandem with Carryalls, being ferried to Spice patches on the open sands and back to the base's Refinery. Spice Harvester model by Romanov. Signing Off We hope you enjoyed the update and let us know if you liked what you've seen so far of our New Chapter in Battle for Dune, we'll be showing off more progress as we go. Remember, stay Spicy![blurb][/blurb]
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hello, can you tell me how to fix this error? ,,An error occured whilst installing this application. Error details: Failed to install package games ~woa~1.0.0.0~always_environments2.zip"
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The sands of Arrakis call for you, warriors! Wage war unlike any other and lay claim to the precious spice that the Great Houses of the Imperium covet! Releasing August 31st, 2022, W3D Hub's Battle for Dune: War of Assassins will allow you to experience this war as a soldier of the noble House Atreides or the nefarious House Harkonnen! Which side are you on? All-New Infantry Combat Battle for Dune: War of Assassins, or BFD, is proud to introduce a new variety of infantry combat never before seen on the W3D engine! Featuring fluid, seamless movement across the landscape, the ability to aim down your sights to increase your accuracy, adjustable fire modes across several weapons, and the usage of consumables to support yourself and your teammates, BFD will see you engaged in fast-moving, tactical gameplay! Unique Landscape Battle For Dune immerses you in the rich, desert environment exclusive to the planet of Arrakis! Built upon the knowledge of the sci-fi background of the Dune series and tailored to ensure exciting combat without disruptions, BFD and its maps will open your melange-induced eyes to new possibilities in the W3D engine! Unique Faction Buildings As the Great Houses of Atreides and Harkonnen establish their presence on Arrakis, marvel in the unique aesthetic and architecture of the respective factions' buildings. Look to the Atreides hawk that sits atop its Barracks, producing soldiers who aim to fulfill the wishes of the Duke, or to the ram atop of the Harkonnen Barracks, releasing vile soldiers who seek to further the will of the Baron! True-to-reference Windtraps not only power the bases but serve a function exclusive to Battle For Dune. While the Windtraps are operational, they will govern and provide building shields to enhance base survivability! If base destruction is your goal, these must go first! Income-producing Spice Silos are also present to provide a steady economy for their respective bases. Without the Windtraps providing the Silo its shields, these are very fragile and must be protected! Will you answer the call? Arrakis awaits! Download the game on the W3D Hub Launcher this August 31st!
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Hey guys. The Second Phase of the Competition started a few days back and we are proud to announce that we reached the TOP 100! This wouldn't be possible at all without every single one of you this year, but also the previous years, let's keep it up! But the Spice must flow, so let's hit the TOP 10 in the Upcoming Games category, I wanted to aim for #1 but Wolf said that's unfair for the others 😕 You can vote in general on as many games as you want and we would appreciate it a lot o/ 3 Days are left till the Indie of the Year Competition ends so be sure to vote for Battle For Dune quickly at: https://www.indiedb.com/games/battle-for-dune To round this up, many thanks to all the ones who have backed us up all these years for the Development of Battle For Dune: War of Assassins, but also the ones who voted for us every year, again and again. We can't thank you enough as there is only so much Spice to share. Till the next one! Follow us at the greatest and latest on Facebook Stalk us on Twitter @W3DHub Watch our best fails over on YouTube Join me and the Impatiently but oh so more hyped community at our Discord
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November Development Update: 'Weapons of Assassins' Hey guys, it is me again and welcome back to Dev Blog #131 of Battle For Dune: War of Assassins! Last time we covered a great many things, primarily making sure you guys were all caught up on where we are now and where we're going. To continue building on that, in this update we will cover a part of the Arsenal that will be at your disposal soon/tm/. As well as touching on the upcoming Maps that are in progress, and their different variations! Lastly we have Team Death Match, a brand new Game mode coming to Battle For Dune, yes it sounds damn original, I know right? (Fraydo was supposed to help me out in this part with my sarcasm but he left me alone again) Regardless on my bad taste in sarcasm, I can say it is something we are proud of. So let's get straight to it. - Note: All weapons, names, tools, features and models are workS in progress and can be subject to change or are placeholders for the moment. Take it with a grain of spice ^^ Somethings, just never change. Arsenal of an Assassin After some hard work by your lovely Producer TeamWolf, and past work from former Team Member Venom775. We finally get to show you guys some of the weapons (and with that I really mean just some) and tools you guys will get, while you try to be that One Man Army that never manages to get a kill...oh wait. That is my life story in every FPS... Ever Play Despa... Regardless, check them out! First on the list is the Slaughterer Mark I, a reliable and accurate for close range combat engagements. the Sub Machine Gun of the Harkonnen. You guys remember that Assault the Harkonnen did on a Heighliner during the Spice War? No? Just me? Hmm, no wonder this gun is known for leaving no enemies alive. Something small to kill? Next up is the Scorcher Firefly, you know when that Atreides date of yours wasn't hot enough, this is how you fix it. (Example provided at the bottom) I never understood the Harkonnen and their love for Pump-Action SHOTGUNS, must be a Giedi Prime thing. If your fire enough projectiles at them, how can you miss? Then you find out your Atreides date was a face dancer so now you are forced to take things up close and personal, with a trusty Machine Pistol. Hey, I don't blame you, priorities did come into play when I chose for House Atreides! You always need your trusty sidearm! Did I ever tell you guys, that the Harkonnen really know how to make sure things go BOOM. Something has to be heard over the roar Chain Gun fire! (Chain Gun isn't a new weapon by us) (House Harkonnen Bazooka and Chain Gun) Which only helps my House, because they usually also break things as those brainless zealots are used to do. Because of that, they have a lot of things to repair quickly with their Lasher Repair Tool before the Baron visits to inspect their base. (The Repair Tool model is a placeholder model) We wanted to make sure the weapons feel authentic, look 'beefy' in a way, while staying original and paying homage to the RTS games. But most importantly, that they feel just right. It's also vital that they play accordingly to how you would expect and giving you that edge in battle when used right. Also, asking of you that extra bit of skill when you push it to its limit. To know you mastered it when you know all it's aspects. (YES USING A REPAIR TOOL IS ALSO SKILL!) With that in mind, we are pushing forward to much more and better things. We hope that you will like them because *SPOILER ALERT* more are coming soon. The. Spice. Is. The. Directive. As hinted in the Roadmap already shown in the previous Blog, Team Death Match is coming to Battle For Dune as an official gamemode. But not just as any TDM, but one that does justice to the Spice War and many other conflicts of Dune in greater detail! To reach that, it was decided that Team Death Match and other game modes would encompass multiple different variants, where everything that ever holds value on the Dunes of Arrakis could be the objective. Maps will also come in different variations, besides the Horde ones to support this design. What combination will be your favourite? A vehicle focused dune sea? Or one of Infantry with Aircraft only? No battle will feel the same, no fight will play again after it has drawn it's first fallen water on it's endless sand upon sand. On top of that an Infantry map to support some of these Objective and gameplay flows specifically is in the works as we speak but more on that another time. On Caladan, you learn to swim by being thrown into the sea...no really, that's how you learn to swim.That's all for this Blog folks, I hope you guys enjoyed it, I definitely did ^^. Let us know what you think of the upcoming content and features in the comments below. If you have any ideas on what you would like to see next, spam it as well down there, because I told you so. Have a nice one, thanks for the read and till the next one! PS: I may or may not have a surprise for you all on some extra details about Weapons of Assassins later down the road, but no promises o/ You know when you spit in someone's face you are upholding the local customs? I tried that, they didn't appreciate it, welp, regardless, the Spice, must, flow. Follow us at the greatest and latest on Facebook Stalk us on Twitter @W3DHub Watch our best fails over on YouTube Join me and the Impatiently but oh so more hyped community at our Discord Renegade 3-12-2018 12_26_07 (2).mp4 [blurb]Hey guys, it is me again and welcome back to Dev Blog 131 of Battle For Dune: War of Assassins! Last time we covered a great many things, primarily making sure you guys were all caught up on where we are now and where we're going.[/blurb]
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Unusual mix made by me and inspired by two soundtracks at the same time. I was experimenting with Dune universe, and I tried to put some Red Alert style inside. Suggested as a music for "Expanse RTS" videogame. VSTi "Synapse Audio Software DUNE I" is included, as well as classic Roland sounds. Frank Klepacki, however, is using SAS DUNE II. As he said, it is more comfortable to use, and it has more sounds. https://soundcloud.com/user-193337613/insidious-night http://download.ccassault.com/museum/music/dune_st/Dune_-_Insidious_Night.mp3
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The best orchestra and electronics mix I can offer today. I hope you enjoy it, I was composing it from scratch. I also extended it, but during the process there was some mess with rhythm, but it is okay. Also suggested this to developers of Red Sun RTS, they said it is a good soundtrack for their next videogame, Expanse RTS, and they will probably add this and other tracks from this line to their new real-time strategy game which is already on Google Play! https://soundcloud.com/user-193337613/poisoned-extended http://download.ccassault.com/museum/music/dune_st/Dune_-_Poisoned_Extended.mp3