

In the original game they were 400 Credits and while the first Harvester was free, every additional one was 300 credits more. I realized after much thought that somehow down through time I had allowed Refineries to get much too cheap. Doubled the cost of Refineries and increased build time.It looks like a high contrast version of regular Dunes and shows up slightly lighter colored than sand on the minimap.It is completely impassible by any ground unit (due to sinkholes, water traps, worms, etc).This spawns on random maps about half as often as regular Dunes.Added a new terrain type, Treacherous Dunes!.I needed something fun to code in a couple hours. Kind of a drastic update, and rather random in nature. Note that you still need to play until the "mission complete" or "failure" message has been received for this to happen. Fixed issues with Results web site ( http:\\) preventing results from being submitted properly.Is now a rapid-fire bullet weapon doing extra damage to Foot units, instead of AOE.Armed Harvesters now have a weapon similar to the new Guard Turret to better defend against light units.Rocket Launchers receive one small change that will dramatically change the game.Deviators buffed to give Ordos more late-game power.Now prioritize hostile enemies with Anti-Air abilities.Ornithopters should be very viable again.Quads and Flak Trikes are now 4% faster.Weapon now does bonus damage to Heavy Vehicles.Weapon type is now Small Missile with half the ROF.Raiders repurposed to be the ultimate flanker vs artillery lines and harvesters.No longer do any bonus damage vs Buildings.Troopers do 66% greater DPS to structures so we should see even mixes Sardaukar are cheaper and still strong in the open, but less useful against bases.Base damage increased to 4 from 3 and bonus damage vs Foot units increased to 16 from 15.As with Saboteurs, they can only be detected when moving too close to an enemy or when in combat Warriors are now proper guerilla assassins.Atreides now get free MCV research instead of Microwave Power (this was simply too strong).

Turrets have had their ROF reduced so that they do less sustained damage, but still have the range and power to discourage initial confrontation and loitering. Fremen and Sardaukar for instance have been given more interesting roles to ensure that Troopers and Infantry still have valid use cases. Some of these changes were specifically to address weaknesses, and others were made to encourage the use of less commonly seen units and tactics. After talking with a few players and brainstorming a bit, I think these changes will have a very positive effect in many ways and give the game some more life.
