Dune: Awakening Chapter 3 reshapes the late game with new progression systems, more repeatable activities, fresh locations, weapon changes, and a very welcome end to taxation. The update also expands the story, adds Specializations, introduces Augments for Plastanium gear, rebuilds the Landsraad, and ships a long list of technical stability fixes. It disables the old tax UI, related social hub dialogue, and the taxation journey, so overdue taxes no longer need to be paid. The Emperor has apparently filed a mercy request, or at least stopped sending invoices.

Chapter 3 focuses heavily on making endgame progression feel broader and more rewarding. Players can now develop through Specializations tied to Crafting, Gathering, Exploration, Combat, and Sabotage. Each track grants traits that support specific playstyles, from crafting augments to expanding inventory space or improving fabrication speed. Specialization XP comes through Landsraad missions, so the new mission structure is directly tied to character growth rather than sitting beside it as another disconnected checklist.
The update also adds the Augmentation Station, which lets players apply permanent augments to unique Plastanium Tier 6 gear. Augments increase item power and come in multiple quality levels, but they reduce maximum durability and cannot be removed or changed after use. Measure twice, augment once. Chapter 3 also fixes augmentation stacking so bonuses apply additively rather than multiplicatively, which should make the system easier to balance and understand.
Story progress continues through the Neo Carthag Duelling ring, where players dig deeper into their origin with help from an unexpected ally. Returning players also receive a package of resources if they have been away for more than 28 days, helping them rebuild momentum instead of returning to a storage-box-shaped disaster.
For players managing progression or group activity on a HolyHosting server, the biggest practical changes are Specializations, Landsraad missions, overland map improvements, vehicle relocation, new repeatable Testing Stations, and the removal of taxation. Returning players who have been away for more than 28 days also receive a resource package based on their highest unlocked research tier, which helps groups bring absent members back into the loop. The patch also touches almost every supporting system around those headline features. Gear infocards are clearer, radiation feedback is more detailed, Deep Desert navigation is less punishing for ground vehicles, and several long-standing interaction or UI issues were corrected. Chapter 3 is not just a content patch. It is a systems patch with a lot of housekeeping attached.
These notes are based on the official Dune: Awakening Chapter 3 patch notes.
- The main story continues through the Neo Carthag Duelling ring, including an unexpected ally and more answers about the player's origin. A familiar friend contacts players when they next enter a social hub.
- Taxation has been disabled. This includes sub-fief UI, related social hub dialogue, and the related journey. Overdue taxes no longer need to be paid.
- Endgame progression for Plastanium Tier 6 has been redesigned to give PvE and other playstyles more meaningful paths forward.
- The Landsraad has been rebuilt with new repeatable missions and new reward structures.
- Faction Ranks now include new contracts, missions, rewards, and extended standing or rank progression.
- Specialization Progression lets players level Crafting, Gathering, Exploring, Combat, and Sabotage according to their preferred activities.
- Five new challenge locations provide open-area activities that contribute to faction progress, Landsraad control, and Specialization XP.
- Augmentation Progression adds the Augmentation Station, allowing unique Plastanium Tier 6 gear to receive permanent augments.
- Five new repeatable Testing Stations add boss fights, scaling difficulty, and improved rewards.
- Two new weapons were added, Dual Blades and the Pyrrocket, while the Rapier was reworked.
- The Vehicle Backup Tool now includes vehicle relocation on the same map for the same cost as recovering a destroyed vehicle. Vehicle inventory contents drop on the ground during relocation.
- Personal Light has been redesigned into the Personal Glow Globe, which points light along the camera view rather than the character's alignment.
- Faction chat channels were added for Atreides and Harkonnen. Access unlocks once a player reaches rank 2 or higher with that faction.
- Radiation Suit durability loss from taking damage has been greatly reduced so it behaves more like other armor of the same tiers.
- Ornithopter Pilots now accept Solari from both player inventory and bank.
- Players returning after more than 28 days receive a Return Package through the Claim Rewards option in the in-game menu. The package contains essential resources and components based on the highest research tier unlocked, giving enough support to set up a base, craft gear, and prepare a vehicle.
- Augments and the Augment Station are new. Players who unlock enough Crafting Specialization Traits can enhance unique Plastanium Tier 6 weapons and armor with augments.
- Augments increase gear stats and appear in five quality versions. The number of augments an item can receive depends on the player's Augment limit, which can be increased through Crafting Specialization Traits.
- Augment schematics drop only from new dungeons accessed through the overland map. Higher dungeon difficulty improves the chance of higher-quality schematics.
- Augments are crafted in advanced specialty fabricators and applied to unique Plastanium gear through the Augment Station.
- Applying an Augment permanently reduces the item's maximum durability. Augments cannot be removed or replaced after application.
- Building Tool Customize mode now allows swatches to be applied to placeables.
- Large Garage Doors were added for CHOAM Facility, Atreides, and Harkonnen, with a Dune Man Set version available to Lost Harvest DLC owners.
- Atreides and Harkonnen swatches unlock for placeables after reaching faction rank 10.
- Minor-house Landsraad swatches can be earned by reaching the highest personal contribution rank with that minor house.
- Large Garage Doors were added to CHOAM Facility, Atreides, and Harkonnen sets. The Dune Man Set also receives one for Lost Harvest DLC owners.
- Glass window rendering distance for player-built structures has been increased.
- Customizations sold by vendors now include proper item type headers.
- Radiation Suit durability loss from taking damage has been reduced across all tiers.
- The Observer Set's Hatch and Door pieces are now available from building decor vendors.
- Taxation has been removed from the game, including related UI, NPC dialogue, and journey content.
- A map marker was added for the Base Reconstruction Tool's Snap to Origin location.
- Players can now pick up the sub-fief from anywhere inside the landclaim by holding a button in building move mode.
- The Pyrrocket is a new ranged weapon class. It fires condensed balls of ignited incendiary gel that detonate on impact and deal damage in a large radius. It is available in Duraluminum and Plastanium tiers.
- Dual Blades are a new melee weapon class using a Kindjal and smaller Slip-tip knife. Holding the attack button starts a rapid sequence of strikes that partially bypass shields. Dual Blades are available in Duraluminum and Plastanium tiers.
- The Rapier class was reworked into a mobility-focused precision melee weapon. It rewards timing, spacing, and reactive play rather than traditional blocking.
- Rapier opening attacks act as parries. Left mouse button parries while moving forward, while right mouse button parries while stepping backward.
- The Rapier staggers more slowly than other melee weapons but penetrates defenses faster and can parry and attack together.
- Shield progression and NPC shield damage expectations were adjusted for Duraluminum and Plastanium enemies.
- Duraluminum-tier NPC shield damage against players was reduced by 25%.
- Shield damage from NPCs in Deep Desert Testing Stations was increased by 2.3 times because those enemies were previously dealing Steel-tier shield damage.
- New Plastanium-tier NPCs in overland Landsraad mission locations deal 20% more shield damage than new Duraluminum-tier enemies.
- New Plastanium-tier dungeon NPCs also deal 20% more shield damage than the new Duraluminum-tier enemies, then scale upward with challenge level.
- NPC shield damage from Maula Pistols was reduced to 20% less than Karpov rifle shield damage, making the Maula Pistol feel more like a sidearm on melee enemies.
- Disruptor Pistol shield damage was reduced by 11%.
- Shield damage now appears on weapon infocards.
- Experimental Lightning Gun rifle stats were changed: health damage increased from 79 to 89, shield damage increased from 39 to 50, and power usage dropped from 60 to 40.
- All skill trees were reset because of a backend change in how abilities are stored. Players should respec before going back into the desert.
- Reattributing skills now costs Spice Melange and can only be done in a watersealed base or social hub. Because all skill trees were reset due to backend changes, players should respec before heading back into the desert.
- Respec costs begin at 0, then scale to 5, 10, 20, and 50, remaining at 50 afterward.
- The respec cost decreases by one level every 6 hours, which means free respecs are possible every 6 hours if enough time passes.
- PvP damage scaling curves were adjusted so the new endgame progression matters in PvP encounters.
- The Base Rocket Launcher now has lock-on functionality, but target acquisition is slower than on a unique Rocket Launcher.
- Ground-launched missiles were improved so they hit targets more consistently.
- Exploit Weakness now clarifies that AoE ranged damage is excluded.
- Prescient Strike now states that the second strike deals 70% of the first strike's damage.
- Suspensor belts now have a 0.1-second reactivation cooldown after deactivation to prevent spamming.
- Weapon switching while knocked back is no longer possible.
- Syndicate Duraluminum and Forge Plastanium armor full-set poison mitigation was reduced from 40% total to 30% total.
- Prescience no longer grants full Poison Damage immunity. It now increases Poison Tolerance by 100%.
- Metabolize Poison was reworked to grant 20% poison damage mitigation instead of costing stamina to reduce poison stacks.
- Turning the camera away from a soft-locked target now disengages sooner.
- Low Stamina Threshold UI is now set to 30%.
- Melee weapon trails were improved.
- Block Break now has audio.
- Characters now display correctly through binoculars and ranged weapon scopes.
These combat changes matter because Chapter 3 raises the importance of endgame gear and progression. With Specializations, augment access, and harder activities all arriving together, the update also adjusts enemy shield expectations and PvP scaling so the new systems have room to matter instead of becoming decorative menus.
- Vehicle relocation was added to the Vehicle Backup Tool. Players can move any vehicle on the same map for the same cost as recovering a destroyed vehicle.
- Vehicle inventory contents drop on the ground during relocation, so emptying cargo first is the safer habit before moving anything important.
- Vehicle decay was improved so co-owned vehicles do not decay inside friendly landclaims. Leaving a friend's vehicle at your landclaim no longer makes it abandoned.
- Ornithopter rocket audio was improved.
- Trail VFX were added to ornithopter wings to improve the feeling of speed.
- Vehicle temperature indicators now transition more smoothly.
- Five Imperial Testing Stations were added through the overland map. These repeatable PvE dungeon-style activities include unique boss fights, solo or party completion, difficulty scaling, and improved rewards. Difficulty can be increased for better rewards, which gives groups a reason to revisit stations instead of treating them as one-time map errands.
- Imperial Testing Station #24 is an abandoned station with an entrance partly hidden in dark unfinished construction.
- Imperial Testing Station #89 has high radiation around the entrance, so anti-radiation gear is advised.
- Imperial Testing Station #136 sits in fire-scorched desert with signs of burned elacca wood and flesh.
- Imperial Testing Station #152 is located at the edge of the Shield Wall, where Coriolis storm electromagnetic readings are unusually high.
- Imperial Testing Station #195 appears overgrown, with vines covering the entrance and burnt elacca wood smells below.
- New unique items, including a tactical radiation suit and pyrorocket, can be found in the new Testing Stations.
- Higher-grade unique Plastanium-tier weapon and armor blueprints are available in the new Testing Stations.
- Cosmetic rewards can be earned by completing these stations at very high difficulties.
- Four new unique locations tied to Landsraad missions were added through the overland map.
- Smuggler's Run is a small rock island with a clear, challenging road for ground vehicles.
- Blushing Caverns is a rock island with bandit camps above a large erythrite cave.
- Wreck of Tyche is an irradiated shipwreck inside the Shield Wall.
- The Broodworks is a large bandit stronghold on the Shield Wall.
- Old Carthag and the Wreck of Hephaestus can now be accessed repeatedly from the overland map.
- Additional unique locations were added for story and faction progression.
- The overland map received topology and color updates so the UI map and in-world map match more accurately.
- Ornithopter icon sizes, location visuals, and labels were updated.
- The overland map navigation menu now uses location categories.
- Overland map markers now highlight selected categories and show whether a location is recommended for groups.
- Relevant Landsraad mission and journey-step context now appears for selected locations.
- Player and party map markers were added to the UI map.
- Tracked Landsraad missions are automatically tracked when entering the overland map.
- Fuel and hydration mechanics were removed from the overland map.
- Ornithopter Pilots now accept Solari from inventory and bank, so paid travel can draw from stored funds instead of only what a player is carrying.
- Shigawire Reels audio log interactions received minor improvements.
- Combat rooms in repeatable Testing Stations now warn players when new waves are spawning. The new stations are designed as repeatable dungeon-style PvE activities, with unique boss fights and rewards that scale as difficulty increases.
The new overland and dungeon content gives PvE-focused players more to repeat without relying only on the previous endgame loop. Scaling difficulty also lets groups decide how much risk they want for better reward chances, which is a healthier structure than asking everyone to run the same challenge until the desert files a complaint.
Story, Journey, and New Player Experience
- The main story continues through the Neo Carthag Duelling ring.
- Players team up with an unexpected ally while uncovering more about their origin.
- A familiar friend contacts players when they next enter a social hub.
- Because of backend changes, players must reequip abilities after logging in.
- New faction-themed cosmetics can be earned by increasing rank with an aligned house.
- New cosmetic rewards are available for completing the main story.
- Duke Leto's reception hall received improved set dressing.
- An extra return trip to Harko Village was removed from the Lost Harvest questline.
- New journeys introduce players to some of the newly added content.
- The Landsraad system was rebuilt around repeatable endgame activities. The old control-point emphasis has been replaced with a broader mission structure, so progression can come from more than one kind of endgame routine.
- Progress now comes from a wider range of activities tied to Landsraad missions.
- Completing Landsraad missions grants Specialization progress and other rewards.
- To increase a Landsraad house's progress, players complete missions for that house.
- Selecting a house on the Landsraad board shows its available missions.
- A new Landsraad UI tab gives an overview of all available missions.
- Missions can be accepted on behalf of a house, and progress counts toward that house on the board.
- Mission types include dungeons, time trials, exploration, combat, crafting, and gathering. That spread matters because it lets crafters, harvesters, explorers, and fighters all contribute to house progress instead of funneling every group into the same activity.
- Landsraad missions can be shared with party members.
- Repeatable Landsraad rewards include Solari Credits, character XP, and Landsraad Contribution points.
- Bonus rewards include Specialization XP, Faction standing, and House Scrip while Mnemonic Recollections remain.
- House Scrip is used to buy components required for high-quality item crafting. This also changes how some cosmetic swatches are acquired, since Landsraad personal rewards no longer award armor swatch items and those swatches have moved to a vendor for Solari.
- Players receive 5 Mnemonic Recollections per day, stacking up to 35 charges, or seven days of stored progress.
- The Art of Making Friends journey must be completed to unlock the Landsraad.
- Specializations were added as a new progression route in the Skills menu.
- Five tracks are available: Crafting, Gathering, Exploration, Combat, and Sabotage.
- Specialization XP is earned by completing Landsraad missions.
- Traits unlock with Spice Melange after enough Specialization XP is earned.
- Traits can provide augment access, extra skill points, more inventory slots, faster fabrication or refining, and other upgrades. This makes the Specialization system useful for practical economy roles as well as direct fighting roles.
- The system is meant to support playstyles beyond pure combat, including crafting, harvesting, exploration, and sabotage-focused progression.
Crafting-focused players can push toward augment-related benefits and production upgrades. Gatherers can improve the practical value of resource runs. Explorers gain more reason to complete route-based and discovery-oriented objectives. Combat and Sabotage tracks support players who prefer direct conflict or disruption. The key point is that progress now follows what you actually do, rather than forcing every player through the same narrow lane.
- More Rock Islands were added across all layouts.
- Ramps leading to and from the Shield Wall were added to improve ground vehicle navigation.
- A continuous Shield Wall was created in the southern Deep Desert.
- Deep Desert control points were removed while the system is redesigned. They will return once the new version is ready. The southern Deep Desert now has a continuous Shield Wall, and additional ramps connect the Shield Wall with surrounding routes for ground vehicles.
- Info cards received several changes.
- Melee weapon stat bars were replaced with stat icons for damage per hit, shield damage per hit, stamina cost to attack, and stamina cost to block.
- Ranged weapon stat bars were replaced with icons for damage per shot, shield damage per shot, clip size, and reload speed.
- Weapons that consume power now show power consumption per shot instead of clip size and reload speed.
- Stability stat bars were removed from ranged weapons.
- Fire mode was merged into damage type.
- Damage type now has an icon.
- Armor heat protection can now be compared.
- Volume can now be compared.
- Equipped icons on info cards moved from the right side of the header to the center, leaving room for item quality on the right.
- Map menu is disabled on levels without their own map, with an error message when hotkeys attempt to open it.
- Clustered resource markers on the fullscreen map now show marker counts on hover.
- Markers with uncollected intel now show an additional icon and tooltip information.
- Gear with transparent elements is easier to see in UI menus.
- Vendor customization swatches and icons now match the customization menu.
- Landsraad UI progress bars are more visible when progress is made.
- Player menu and inventory screens now reflect the player's chosen faction.
- Radiation UI gained alerts for moving between higher and lower radiation areas, with mitigation stats and debuff fill information made easier to inspect.
- Radiation mitigation stats were added to status UI and inventory stats pop-ups.
- Environment UI now shows different radiation levels and remains visible in high-radiation areas.
- Radiation debuff fill percentage was added to status UI.
- Environment widget now shows when player radiation is around 75%.
- Dew optimal harvest time now displays the environment UI during that period.
- A currency overview pop-up was added to the top-right of the player menu.
- Main menu and title screen visuals were improved, including lighting, effects, and triangle footer button placement.
- Alternative stats pages for tech-tree item info cards can now switch between quality levels.
- Failed Landsraad missions such as Smuggler's Run now show HUD failure notifications.
- Overland map points of interest can now be sorted.
- Vendor crafting tutorial text was clarified.
- The Politics of the Landsraad journey text was clarified.
- Worm Tooth and other non-listable items are hidden from the Exchange sell menu.
- Exchange orders can be filtered by grade level.
- Character Transfer failures now include more detailed error messaging.
- These UI changes also make the new Chapter 3 progression easier to read at a glance, which matters when players are juggling Landsraad missions, faction standing, Specialization XP, currencies, radiation warnings, and gear upgrades in the same play session.
For day-to-day play, these interface changes reduce guesswork. Seeing shield damage, radiation levels, gear comparisons, currency totals, and mission progress more clearly should make planning easier before players commit resources, accept missions, or walk into high-radiation areas dressed like optimism is armor.
- Personal Light was redesigned into the Personal Glow Globe, which points light along the camera direction.
- Act II's final cinematic received new visual effects.
- Character animations, NPC facial expressions, and clothing simulations were updated in cinematics.
- Animations were added for players stopping in ready state with melee weapons.
- Dual dagger equipping received animation support.
- Wind behavior on tarps was adjusted for consistency and performance.
- New Atreides and Harkonnen faction chat channels were added.
- Players gain access to a faction channel at rank 2 or higher with that faction.
- JABAL Spirtdart Rifle gunshots received new audio layers and mix updates.
- Fall damage has a new sound.
- Radiation status audio was revamped.
- Sheol radiation ambience was updated.
- Backup and recovery tool audio was updated.
- Interactive message UI now has sound for invites and similar events.
- Harko Village music was updated.
- New NPC wave spawn sounds were updated.
- Guild, party, and generic invite notifications received audio.
- Specialization menus received new UI sounds.
- Native PS5 controller support was added. This sits alongside the wider UI and input work, including clearer info cards, currency displays, radiation feedback, and map sorting.
- Combined with the UI, audio, and stability work, this support helps Chapter 3 feel less like a narrow content drop and more like a broad maintenance and progression update.
Raiders of the Broken Lands adds cosmetic items, building pieces, decorations, gear variants, vehicle cosmetics, emotes, and a swatch. It includes:
- 74 Smuggler Building Pieces for practical and comfortable Arrakis bases.
- 17 Smuggler Decorations for hideout customization.
- 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.
- Multiple client and server performance improvements were made.
- Frame rate stability near NPCs was improved.
- Login failure error 9V2 was fixed.
- Some P83 error sources were resolved.
- A server crash caused by processing destroyed objects was fixed.
- A rare low-framerate melee attack crash was fixed.
- Client performance improved by no longer processing distant running Fabricators, Wind Turbines, and Refineries.
- Low-end hardware and Steam Deck map UI performance was improved.
- Player base streaming received a small client performance improvement.
- Global Illumination brightness differences between High and Ultra were fixed.
- Main menu and server browser character equipment display issues were fixed.
- A map-opening hitch was reduced.
- Missing respawn options after logging out dead or dying during logout were fixed.
- Server instances no longer remain reserved after restarts in a way that blocks queued players.
- An edge case causing X72 errors during Character Transfer was fixed.
- Ground vehicle doorway collision issues were fixed.
- Vertical pentashields no longer cost double the power of horizontal pentashields.
- Missing glass on the large spice refinery was fixed.
- Lost Harvest DLC Vermillius Dusk Swatch application issues were fixed.
- NPC corpse loot no longer drops far away after a corpse is picked up.
- The turret statue icon was added to the construction menu.
- Very high Solari amounts no longer display as negative.
- Augmentations now stack additively instead of multiplicatively.
- Rare restored-base UI errors showing extra pieces and doors were fixed.
- PvP respawn timer exploit was fixed so players cannot respawn at alternate points during cooldown.
- Abilities can no longer be used on players inside vehicles.
- Weirding Step now lets Iron Will block the stun while still allowing movement to the target.
- Projectile weakpoint application with Exploit Weakness was fixed.
- Delayed projectile spawning for observers was fixed.
- Vehicle rockets now correctly account for player armor mitigation, such as Bulwark set.
- Vehicle rockets now damage players and NPCs correctly.
- Solido Clone receives reduced cooldown if the clone fails to spawn.
- Sentinel turret no longer tracks targets through walls.
- Lost skill point issues were fixed.
- NPC heavy-attack interruption into immediate fast attacks was fixed.
- Melee NPC dodge timing for swords and daggers was adjusted.
- Blocking NPCs no longer stand close enough to touch the player.
- Deep Desert drillshot NPC damage was corrected.
- NPCs no longer stare at the player's feet during some melee combat.
- NPC attacks inside gravity fields were fixed.
- NPC aim accuracy is reduced inside gravity fields.
- NPCs no longer interrupt melee attacks and abilities to dive away from grenades.
- Camera motion improved for planting-style abilities such as Poison Mine and Shield Wall.
- Leaving aim-down-sights no longer increases inaccuracy beyond default hip-fire inaccuracy.
- Dance of Blades now triggers correctly when executing downed enemies.
- Whirlwind and Eye of the Storm animation issues with dagger stance were fixed.
- Whirlwind now transitions smoothly to idle for daggers, swords, and rapiers.
- Ability description typos and clarity issues were fixed.
- Trooper Scattergun Damage and Mentat Rifle Damage icons were corrected.
- Dash stamina costs now apply properly.
- Dashing out of ability-applied control effects costs 90 stamina and spawns a golden ghost.
- Dashing out of non-ability staggers costs 45 stamina, while other dashes cost 30.
- Hazards are no longer affected by player damage bonuses or reductions.
- Getting up from DBNO now clears debuffs correctly.
- Scout ornithopter collision trapping between wing and tail was fixed.
- Sandbikes and treadwheels can no longer clip underneath ornithopters.
- Vehicle turret rotation is smoother.
- Harnessed vehicles no longer become inaccessible after traveling.
- Rare early NPC spawns in Imperial Testing Station 60's boss room were fixed.
- Rock climbing around Mysa Tyrill was improved.
- Players no longer take fire damage from a specific pipe in Southeast Ironworks.
- Fire damage now applies correctly in the Wreck of Kytheria ship.
- Moisture membrane cave entrance coverage issues were fixed.
- Missing Harkonnen guard weapons at Riftwatch were fixed.
- Some enemies in Digging Deeper now attack correctly.
- Quicksand slow effects no longer sometimes persist after exiting.
- Muad'dib and Desert Hawk now spawn only in Hagga Basin and the Deep Desert.
- Incorrect object collision scaling was fixed, improving AI navigation.
- Repeatable Testing Station balance was refined.
- Doctor Lemember no longer leaves the arena during Imperial Testing Station No. 24.
- Doctor Lemenger now spawns NPC waves correctly.
- Boss reset issues in Testing Station No. 136 and No. 195 were fixed.
- Jumping issues in social hubs and trading posts were fixed.
Story, Deep Desert, UI, Visual, and Audio Fixes
- Tutorial cinematic visual bugs were addressed.
- Quest items and schematics in Forged in Dishonor behave better.
- Players can no longer extend story mission time indefinitely by staying in dialogue.
- Journey reward icon errors were fixed.
- Piter de Vries dialogue lock after betraying the Atreides was fixed.
- Chapter 2 cryptic note progression blockers were fixed by granting the note when re-entering the required room.
- Deep Desert lighting was updated, and missing distant landscape areas were fixed so the region presents more consistently after the layout changes.
- Missing distant landscape areas in the Deep Desert were fixed.
- Shipwreck and Testing Station collision, cover, and PvP or PvE zones were fixed.
- Floating rock islands were grounded and terrain holes were plugged.
- Landsraad interactables can no longer be used on incorrect mission steps.
- Accepted Landsraad mission auto-tracking was fixed, supporting the redesigned mission flow and reducing the chance that active objectives get lost in the interface.
- House tile point requirements now display correctly.
- Landsraad UI no longer appears empty when missions exist.
- Compass map marker overload from accepted quests was fixed.
- Deep Desert UI maps were regenerated to fix buried islands.
- Fullscreen maps for Harko Village and Arrakeen received camera and marker fixes.
- Tooltip placement, compass markers, Ping Marker size, network status indicators, guild chat messages, scroll icons, scroll bars, subtitles, swatch spelling, inspected guild info, HUD restoration, and vehicle fuel UI bugs were fixed.
- Animation bugs, distortions, emote popping, Zantara rocket placement, feet adjustment on emotes, reload animation issues, crouch pistol snapping, storm suspensor arm snapping, scanner movement, poison snooper headgear, Karpov muzzle flash placement, refinery VFX, flickering conversations, damaged vehicle smoke flicker, landscape visual lines, Fourth Trial of Aql visuals, Testing Station lighting, and missing upper bodies in Arrakeen were fixed or improved.
- Audio fixes addressed interrupted attack sounds, overlapping radio or music transitions, loading audio corruption, missing burn SFX, and rocket launcher explosion cutoff issues.