Sunday, May 10, 2026

Welcome to D2TGP V2!

The project has been entirely rewritten and updated for modern play.
Please go and join the Discord server.  I will be posting all further release notes and information there.

Core
  • Entire project rewritten in Go and Ebiten for cross platform
  • Full networking lockstep implementation
  • Online Relay Server to avoid opening ports and to store replay files
  • Mapmaker mode reworked
  • Up to 6 human players (legitimately) with shared factions sharing victory conditions
  • Improved AI and difficulty levels
  • Three Game Speed settings (100%, 120% and 150%)
  • Treacherous Dunes have been replaced with Drum Sand (same effect, new name and look)
GUI
  • All menus and screens have been reworked to be consistent, modular (mostly for my own ease of use) and cleaner
  • Mentats for all factions are now visible in-game
  • Greatly expanded on the "tip" system and added triggers for first-time events
  • Reworked the Mentat mode visuals
  • Units now "jiggle" when moving on Rocks like the OG game
Graphics
  • 60fps rendering
  • Fixed resolution for fair play
  • Resizeable window with pixel-perfect scaling
Replay Viewer
  • All online games store a Replay file on the server for 1 week that can be downloaded
  • Replay is "mostly" accurate, still needs some work
Victory Conditions
  • For normal "annihilate enemy" games, players lose if they have no Conyards, factories or units
  • The "spice accumulation" game mode has been altered significantly
  • It now requires each player to build CHOAM Stock buildings in sufficient quantity to win
  • CHOAM Stocks are 1x1, cost 500, have low strength and are slow to build
  • This should create a very interesting critical infrastructure point to protect/attack
  • After the game is over, you will have the option to continue Observing the game if players are still involved
Worms
  • Reworked with new visuals
  • Trigger and behave differently, will attack the closest units they can reach
  • Subject to further balance
Buildings
  • Buildings indicators for current working queues and power supply
  • Refineries can be built with their dock facing either LEFT or RIGHT for flexible access
  • Silo buildings now allow an extra Harvester to be created, are easily destroyed, and only give 1000 extra credit limit
  • CHOAM Stocks are new and tied into the credit total victory condition
Units
  • Devastators cannot use Move, Protect, Patrol or Retreat orders
  • Deviators always stun targets briefly and convert them if they are stunned long enough (requires multiple Deviators)
  • Sonic Tanks do damage based on target size, and interact with power differently and can more easily cause outages
  • Ornithopters are less suicidal now and will retreat and forget targets if they need repairs

Friday, May 01, 2026

New release tomorrow

Downloads, release notes and all new content will be discussed on the Discord server, so head over there and sign up for the Event tomorrow!

Monday, January 12, 2026

Adding a Discord server :)

 Back from a brief hiatus, I'm adding a Discord server which you should see on the right.  Feel free to apply to find players or just discuss this oldie-but-goodie.

Monday, September 28, 2015

1.1.25 Released!

This is a large balance update.  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.

Some of these changes were specifically to address weaknesses, and others were made to encourage the use of less commonly seen units and tactics.  Fremen and Sardaukar for instance have been given more interesting roles to ensure that Troopers and Infantry still have valid use cases.  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.

Changes since 1.1.24:

  • Atreides now get free MCV research instead of Microwave Power (this was simply too strong)
  • Warriors are now proper guerilla assassins.
    • Now fully stealthed.  As with Saboteurs, they can only be detected when moving too close to an enemy or when in combat
    • Base damage increased to 4 from 3 and bonus damage vs Foot units increased to 16 from 15
  • Sardaukar are cheaper and still strong in the open, but less useful against bases.  Troopers do 66% greater DPS to structures so we should see even mixes
    • Strength reduced to 60 from 75
    • No longer do any bonus damage vs Buildings
    • Cost reduced to 100
  • Saboteurs cost reduced to 150 from 200
  • Trikes are now 20% faster
  • Raiders repurposed to be the ultimate flanker vs artillery lines and harvesters.
    • Speed is now slower to match Trikes
    • Strength reduced to 40 from 45
    • Weapon type is now Small Missile with half the ROF
    • Weapon now does bonus damage to Heavy Vehicles
  • Quads and Flak Trikes are now 4% faster
  • Ornithopters should be very viable again.  Possibly overpowered.
    • Range is now 6 up from 5
    • Strength is now 70 up from 60
    • Now prioritize hostile enemies with Anti-Air abilities
  • Deviators buffed to give Ordos more late-game power.
    • ROF now matches Sonic Tanks
    • Range improved to 3-9 from 3-8
  • Rocket Launchers receive one small change that will dramatically change the game.
    • AOE reduced by half
  • Armed Harvesters now have a weapon similar to the new Guard Turret to better defend against light units
  • Guard Turrets changed dramatically.
    • Is now a rapid-fire bullet weapon doing extra damage to Foot units, instead of AOE
    • Range is now 5 from 6
  • Gun Turrets nerfed.
    • Rate Of Fire is now 50% slower
  • Rocket Turrets nerfed.
    • Rate Of Fire is now 50% slower
  • Fixed issues with Results web site (http:\\krizikcraft.no-ip.info) preventing results from being submitted properly.  Note that you still need to play until the "mission complete" or "failure" message has been received for this to happen.
It's very likely I'll have to make another patch after this one to even things out.  Some of these balance changes are going to have very wide-ranging effects.  I'm actually very worried I just made the Ordos the strongest faction by far with these simple changes, but time will tell.  I encourage you to have patience and try some new things. :)

Monday, September 07, 2015

1.1.24 Released!

Hey guys,
This may be out of left field but it's really just a fix update.  I recently noticed the server list wasn't working any longer, and a couple players mentioned it as well.  It would seem the site originally hosting the DB was updated to the point where it couldn't handle the old code from this game any longer.  So, in order to fix it, and to avoid dealing with my $*@! web hosting company any further, I decided to pull it in-house.

The crux of the update is that the server list is fixed, and I also added a page for historical game info:
http://krizikcraft.no-ip.info
You may want to bookmark that site.

Do me a favor also, if anyone knows much about server security and they feel like they see some holes that need plugging in what I've set up, please let me know!

Changes since 1.1.23

  • Game server list URL is now kept in the config.ini file (and now works)
  • Client now updates additional result information
  • Shift-Enter now also activates All-Chat

Friday, September 04, 2015

Server list issues

Hey guys,
I recently looked at this old gem again and I've noticed the feature that registers and lists server hosts for D2TGP is no longer working for most people.  I don't yet have an explanation; the call is coming through as it should be from the game, and the sites it points to are easily accessible by hitting the web address in a browser.  My best guess currently is that a recent Windows update that was pushed to almost everyone has changed something in security.  If you have any suggestions please post them in the forum.

In the mean time, please be aware that you can easily host games just by giving out your IP address for others to connect to manually (though keep in mind you may still have to open ports 10191 and 10192 on your firewalls as usual).

Cheers
Drackbolt

Sunday, June 16, 2013

1.1.23 Released!

Changes since 1.1.22:

  • Flak Trikes now cost 250 up from 200
  • When Flyer Repair is enabled at the HTF, flying units will retreat after taking any damage (previously they only retreated after being driven down to 33% health)
  • PageUp and PageDown keys can now be used to zoom in/out
  • TEAMCHAT is now enabled. :)  Pressing Enter will Team-Chat, while pressing Y will use All-Chat
  • In-game chat font size has been doubled

Sunday, May 12, 2013

1.1.22 Released!

Kind of a drastic update, and rather random in nature.  I needed something fun to code in a couple hours. :)

Changes since 1.1.21:

  • Added a new terrain type, Treacherous Dunes!
    • This spawns on random maps about half as often as regular Dunes
    • It is completely impassible by any ground unit (due to sinkholes, water traps, worms, etc)
    • It looks like a high contrast version of regular Dunes and shows up slightly lighter colored than sand on the minimap
  • Doubled the cost of Refineries and increased build time
    • Hear me out on this one... I realized after much thought that somehow down through time I had allowed Refineries to get much too cheap.  In the original game they were 400 Credits and while the first Harvester was free, every additional one was 300 credits more.  Now in that context, 800 credits for unlimited harvesters (albeit one at a time) doesn't seem so unreasonable.  And the simple fact is that it is just too easy to rush to a massive economical advantage.  Yes, this change will slow down the early game, but I think the change to the meta game will be fantastic in that nearly every game should make it to mid-game (especially with the recent defensive buffs), and making good building decisions will have a greater effect toward the late-game.  Battles will be smaller and more interesting.  There will be more time to build strategies and counters.  I'm very interested to see the ripples this will make through the community!
  • Added graphical icons showing when units are receiving a defensive bonus (from Dunes or Crags)
  • Fixed more bugs associated with new queues being created in odd circumstances for Flyers at the HTF

Tuesday, April 02, 2013

1.1.21 Released!

Changes since 1.1.20:
  • Guard Towers now do 5 damage (down from 6.25)
  • Subtitles are now enabled correctly when sound volume is set very low
  • Aggressive Units is now set to Enabled by default to cause units to fire at unarmed enemies/buildings more readily
  • Fixed bug preventing clients from building where infantry had moved in some cases
  • Fixed bug with Radar Upgrade not working correctly in some cases
  • Fixed bug with visible power produced by Atreides Windtraps being at 200%

Sunday, March 24, 2013

1.1.20 released!

Hey guys,
Felt like doing a little fun coding this weekend, so I sat down with Frontliner and went over a bunch of ideas.  This version has some sweeping changes for faction balance.

Changes since 1.1.19:

  • Faction bonuses for health and speed no longer apply
  • Instead, each Faction has certain research items granted or restricted to effect a total playing style.  Atreides now have bonuses that make them both more effective and more reliant on using open rock space and spreading out.  Ordos have greater intelligence but cannot build heavier units.  Harkonnen cannot build faster and cheaper units but begin with combat advantages researched.
    • Atreides
      • Cannot build Troopers, Raiders, Devastators or Deviators
      • Cannot research Power upgrade
      • Begin with Auto-concrete and Microwave Power researched
    • Harkonnen
      • Cannot build Infantry, Raiders, Trikes, Tanks, Sonic Tanks, Deviators, or Ornithopters
      • Cannot research PSM Detection
      • Begin with Siege Tanks, Trooper Squads, and Armed Harvesters researched
    • Ordos
      • Cannot build Quads, Siege Tanks, Sonic Tanks or Devastators
      • Begin with MTP and PSM Detection researched
  • Fixed bug preventing client from using HTF controls to force flyers to return and remain docked (Ornis should be easier to keep alive now)
  • Fixed bug sometimes preventing Tier 2 research items from showing up
  • Fixed some minor issues

Monday, January 28, 2013

Gas Powered Games out of business?

Hey guys,
Chris Taylor is a legend in the games industry... he created Total Annihilation, one of my favorite games of all time, as well as many other popular and excellent games.  However, his company Gas Powered Games has had a bad run on Kickstarter and he was forced to make massive layoffs.  All is not yet lost however... the funding campaign still has over two weeks left and hey, who knows, maybe a whole bunch of people will find out about it and save the project and the company.

Please, when you have a good block of time, check out this interview.  There's a lot more to the layoffs I think you ought to know about.  You might already be a fan of his, or you might just gain respect for him, or maybe you'll just get some good insights into the gaming industry.  But, I'm a backer for the simple reason that I want to see Chris Taylor continue making games.

Matt Chat Interviews Chris Taylor

Friday, January 04, 2013

Playing on Linux

Just a quick note... I recently heard from a community member that the Linux software called Crossover will run the Windows version of D2TGP seamlessly.  I've also heard Wine will work, but success there seems to be very mixed.  At any rate, I've taken down the Linux download link, since I couldn't maintain a working environment for development and the last version I finished was old and largely non-functional.  And no, there are no plans for another Linux version.  Developing and supporting on that OS is pure hell in my opinion. :)  However, my future projects will have much better support for multiple platforms.

Tuesday, December 25, 2012

Happy Holidays everyone

I hope it was a great day. :)

As some of you know now, I'm starting a new job right after New Year's.  So, development will slow back down on D2TGP again.  I'm glad I had this time off and was able to fix up some bugs and improve a couple things.  Now however I'll be spending more of my free time on separate projects, some of which are game-related and will hopefully one day be available for download or purchase. ;)

Cheers
- Drackbolt

Wednesday, December 19, 2012

1.1.19 released!

Changes since 1.1.18:

  • Official map pack is now included with each download (thanks to Frontliner)
  • Choosing AI opponents now offers three levels of difficulty (1= Easy, 2= Normal, 3= Hard)
  • Rocket Launchers now move slower than Combat tanks.  This is to help them stay behind tank lines and also to remove the unnecessary advantage.  Deviators also are slower, but have increased range (and being Ordos will be slightly faster anyway)
  • Ornithopters now do 35 damage up from 25, and are size 8 down from 9.  Buffs are due to recent increased range from Rocket Turrets and previous lack of usage
  • Fixed bug preventing clients from being able to use Microwave power
  • Fixed bug allowing clients to possibly queue more flyers than allowed

Monday, December 17, 2012

1.1.18 release!

Lolwuuuut?

Big update here.  Mercs are available again (and more often), big client-side cheats are fixed, and all turrets have been buffed considerably.

The turret changes bear some explaining.  The fact is that in Dune 2, space is at a huge premium; even making turrets cost next to nothing in spice doesn't take away the intangible cost of that loss of building area. There is no melee attack in D2TGP, so placing turrets in key locations is less effective when units can always outrange them to hit other buildings.  Plus, in the late game, armies are vast and powerful, while the amount of open space is still limited.

So, this all added up in my mind to base defense needing to be more viable in the early game to get people into the mid-game and beyond more often.  Making them cheaper and keeping them less powerful was not the correct choice.  So while it may shake things up and not be within the original Dune 2's ideas, I think this will be a great change.

Updated since 1.1.17:

  • Cleaned up some old code
  • Added sanity checks and fixed major bug with client queue creation that now FIXES and PREVENTS the ability to spam buildings in the same location, queue more harvesters than allowed, or build units beyond the unit cap
  • Fixed Sonic Tank power cost for firing weapon to properly be set at 25 now
  • Fixed major bug with Mercs preventing them from being accessible even after the Tier 2 research option
  • Merc options are now statically available and depend on the distance to the nearest base from the closest MTP
  • Buffed all turrets and increased cost to make base defense viable once again.  In general they have 50% more range and a better rate of fire.

Saturday, December 08, 2012

1.1.17 release?? O.o

Yeah, this will seem weird maybe... but I felt like playing a few games with Frontliner and we got around to some D2TGP.  We reminded ourselves of a few serious bugs and as it happens, I'm off of work this month.  So, after a couple hours of pulling my hair out I got the old development environment working again, and I now present to you a totally random bugfix release a couple years after I stopped working on it. :)

Changes since 1.1.16c:

  • Spamming buildings should no longer be possible; the old "rubble" effect temporarily preventing you from rebuilding over damaged ground should always be operational again
  • Death Hand targeting has now been corrected
  • Sonic Tanks now draw 25 power when attacking, up from 15
  • Some other small bugs fixed
For those of you still reading this, enjoy.  :)

Wednesday, August 29, 2012

Sunday, July 22, 2012

Go!

Hey guys,
Been a while since I posted, let alone about anything having to do with Dune 2.  I hope you all have been doing well.  I've been very busy at work for the most part, which has also included learning more about object-oriented code and practices.

I've been looking around for a "primary" language/environment to use that both better conforms to industry standards than what I was using (BlitzMax) and also "feels" right for me.  Right now I've got my sights set on the Google Go language.  As many of you know, I've wanted to rewrite the D2TGP project for quite a while now, and with Go's in-built support for clean networking and what (so far) seems like fun code to write, I'm going to make it a priority to dig further here and see if I can't reboot this project.  Plus, it's not Microsoft, and it will compile on Windows/Mac/Linux, so that maintains my intention to have multiple versions available.

That being said, don't get too excited yet!  I'll be using this as my opportunity to learn Go and to exercise my knowledge, much more than to get D2TGP back on a development cycle.  However, this undertaking will allow me to get more involvement with others, so maybe progress will be good.  If I can maintain control of the project I'll see about making it open source also, though we'll need to get around the IP issues.

I've already (secretly) made a dedicated server version of D2TGP in the old code, so I think I'd start there.  This server version isn't fully fleshed out since it would take a lot more to rewrite how games are connected, started and finished, but it does run its own hard-coded CPU games well.

So hey, maybe something will come of this, maybe not.  Many of you know that I've started and stopped other projects before, but I'm feeling more determined and I'd really like to make a Go of this.  :)  Talk to you guys again in a while and we'll see where it goes.  Wish me luck.

--Drackbolt

Monday, April 23, 2012

Minecraft

Hey everyone,
Just a quick note to remind you that we have a nice Minecraft server running with Dune-based modifications, currently administrated by Gusstuff.  He's put a lot of hard work into the mods and brought some of the structures over from the old map, so be sure to head to the forums to check it out and join the community!

Cheers
Drackbolt

Sunday, January 29, 2012

DuneCraft Minecraft world back up :)

Please check the forums for updated texture pack and IP address.  We also have online dynamic mapping and permissions are in place, so you will need to request build access.  Hope to see you there. :)