Dun3

Releases

What has changed in Dun3, in plain language.

v2026.7.29-3 Improvement

See where a base could go before you commit to putting one there

requested by Commander Destralak

The green rings marking ground an MCV could claim only appeared once you had armed Deploy
mode — so you had to enter the flow to find out whether the flow was worth entering. They
are on the map now whenever you actually hold an MCV and have the room for another base.
Deploy mode still exists; it just no longer decides what you are allowed to look at.

They also only ever existed on the globe. Switch to the flat grid and there was nothing —
no rings, no answer to "where could I put a base". Both views draw them now, in the same
green, and on the flat grid the whole square is the target rather than the ring itself, so
a thumb finds it.

v2026.7.26-4 Feature See who else is on the front

requested by Commander Destralak

The menu now carries a live Players Online readout, just above Home — a pulsing
dot and a count of how many Commanders are active out of everyone in the round.

Click it for the full roster: who is online, their House and alliance, their
score and ladder position, how recently they were active, and how long they
have been at the controls this session. A Commander counts as online if they
have actually loaded a page in the last ten minutes, so a tab left open
overnight will not have you reporting for duty in your sleep.

v2026.7.26-3 Improvement Commander transmissions now look the part

requested by Commander Destralak

Your Commander's victory, defeat and downed lines on the Commander page now
show in the same angular comms-plate style you already see when setting up an
attack — his portrait, his house colours and all — instead of a plain list of
text. Lines you haven't written yet are clearly marked so you know a slot is
still open.

v2026.7.26-2 Improvement Every 3mail conversation now has its own page

requested by Commander Destralak

Opening a 3mail no longer unfolds it inside the mailbox list — each conversation now has a page of
its own, laid out the way the development channel threads are. That means a conversation has a real
address: you can link to it, bookmark it, keep it open in its own tab, and the browser's back button
takes you straight back to your inbox. Sending a new 3mail drops you into the conversation you just
started.

The mailbox list keeps its place, with slightly roomier rows that are easier to hit on a phone or
tablet, and the 3mail entry in the sidebar now stays lit while you are reading — as do Events,
Global Events and the development channel, which had the same habit of going dark.

v2026.7.26-1 Improvement The base list on your phone tells you more

requested by Commander Destralak

Open the base bar at the bottom of the screen and each of your bases now says something useful
before you tap it.

Every base carries its own Titanite bar, with the figure beside it, so you can see at a glance
which one is filling up — and it turns orange when storage is nearly full, the same warning the
Bases page gives you. Each base also shows its coordinates, and what it is building or training
with the time left counting down live.

The point is not having to switch base just to find out whether it needed you.

The bar itself, the one always sitting at the bottom, is unchanged — your current base's Titanite
is already ticking in the top bar right above it.

v2026.7.25-10 Feature Your commander is on the map

He has a place on the world map now, and so does everyone else's.

Wherever your commander is posted, his base carries a command mark — and anyone who can already
see that base can see it too. Send him out with an attack and the force carries the same mark:
whoever watches it coming knows a commander rides with it, though never which one or how strong.
That cuts both ways, and it is meant to. Riding out with him is a real risk now, and worth
weighing before you launch.

Moving him between your own bases is no longer a private matter either. He travels as a visible
unit, the way a supply convoy does, so anyone whose ground he crosses can see a commander is on
the road — and can work out that he is away from where he was. Your own commander is always
visible to you and to your alliance, whatever the fog is doing.

One deliberate exception: while he is recovering after being caught, the map shows nothing at all,
to anyone. His own page still tells you when he is back. Nobody else gets to watch you wait.

It works the same on the flat map and on the globe.

v2026.7.25-9 Feature Your commander's bonuses now follow him

Where your commander stands has started to matter.

Until now his skill bonuses applied across your whole empire at once, wherever he happened to be.
From this release the local ones count only where he actually is — at the base he is posted to, or
with the force he rides out alongside. While he is on the road between bases, or recovering after
being caught, they count nowhere at all. His empire-wide skills are untouched: the whole Command
branch and his banking skill work exactly as before, whatever he is doing.

That changes what your already-spent skill points are worth, so every commander gets a one-time
free reset
. Take it from his page whenever you like and re-plan around the new rules. It is the
only reset there will ever be — allocation stays permanent for the round, and this one exists purely
because the rules changed underneath choices you had already made.

Posting him well is now a real decision, and so is deciding whether to risk him on an attack.

v2026.7.25-8 Feature Your commander gets the last word

Your commander can speak now, in your words.

Write him three lines on his page — one for victory, one for defeat, one for being knocked out of
the fight — and they reach the other side beside his portrait when a battle resolves. Launching an
attack with him aboard? The lines come prefilled and you can rewrite them for that strike before
you commit, which is the only chance you get: once the force is away, the words are locked.

He only speaks if he was really there. Riding with the attack, or posted at the base being hit —
anywhere else and he says nothing. Send a strike at someone who keeps his commander at the far end
of his empire and the conversation is entirely one-sided: he hears your boast and has nothing to
answer with.

Choose the defeat line as carefully as the victory one. You will not know which one they read.

v2026.7.25-7 Feature Your Commander can ride out with an attack

requested by Nrgphoenix

Your Commander no longer has to watch the war from a balcony. When you launch an attack from the base he is standing at, you can send him with it — tick the box on the attack panel, or start from the Commander page, which now points you at the right base with the option already armed.

He rides the whole way and comes home with the survivors. Recall the strike and he turns around with it; take the base he set out from off the map while he is away and he simply lands at your main base instead.

Losing the force does not lose him. If the army is wiped he is out of action for six hours and then reports back at your main base, with every level, skill point and scrap of experience intact — the same deal as being caught in a raze.

The Commander page shows where he is the whole time: who he is attacking, when he lands, and when he is due home. While he is in the field he is nowhere else, so you cannot redeploy him until the force is back.

Still to come, and still the big one: making where he stands actually change your bonuses. That arrives with a free reset of your skill points so you can re-plan around it.

v2026.7.25-6 Feature Your Commander now stands somewhere

requested by Nrgphoenix

Your Commander has stopped being an idea and become a person with a posting. He starts at your main base, and from the Commander page you can send him to any other base you hold.

Moving him is a real decision. He travels across the map at the pace of an attack force, so the page shows you what each move costs in hours before you commit to it — and while he is on the road he is at neither end.

He can also be caught out. If a base is razed while he is standing in it he survives, always: he never loses a level, a skill point or a scrap of experience. He is simply out of action for six hours, and turns up again at your main base once he has recovered.

One thing has deliberately not changed yet: where he stands does not affect your bonuses so far. That is the next update, and it arrives with a free reset of your skill points, so you can re-plan your Commander around his posting instead of living with choices you made when he was everywhere at once.

v2026.7.25-5 Feature Change your password and email from Account Settings

requested by Destralak

Account Settings can now do what its name promises. You can change your password without leaving the game, and move your account to a new email address — both from the page itself, under your name in the top bar.

Changing your email is deliberately careful. Nothing switches over the moment you submit: your current address keeps signing you in while a confirmation goes to the new one, and only opening that link completes the move. Mistype the address and nothing happens — the request simply expires, and you can cancel it yourself in the meantime. You are never asked to verify your account all over again, and you never get thrown out of a live round.

The page has also been reorganised. Settings are now grouped by what they actually are — your sign-in details on one side, what Command may interrupt you about on the other — instead of one long panel where everything looked equally important.

Two-factor authentication has a place on the page but is not switched on yet. It is coming.

v2026.7.25-4 Fix The top bar fills your tablet now

requested by Destralak

On a tablet the top bar sat in a narrow strip down the middle of the screen, with a band of empty space on either side, while everything else on the page ran edge to edge. It now uses the full width, lining up with the page beneath it at every screen size.

Phones are unchanged — the bar was already the right width there, which is why this went unnoticed for a while.

v2026.7.25-3 Fix The base bar's panel works properly now

Opening the base panel on a phone or tablet left it unresponsive — the close button did nothing, and neither did anything else inside it. That is fixed.

The cause was a guard added a few hours earlier to stop a stray tap from jumping you to the Starport page. It worked, but it also treated every tap inside the open panel as a tap on the bar itself, which cancelled the button you were actually pressing. The bar now only listens to gestures on its own strip, so the panel is free to do its job.

The strip above — resources, queues and the menu — is sticky again too. It had quietly stopped following the page down when the bottom bar was added.

v2026.7.25-2 Feature Your bases can see further now

requested by Nrgphoenix

Every base you hold now watches the ground around it. An Observatory sees six tiles in every direction, a Radar ten, a Command Center fourteen — terrain and anything moving through it, drawn live on the map. Every base does this, not just your capital, so an Outpost pushed out into the deep desert earns its keep as a watchtower.

This is a live view, not scouting. It shows you what is there right now and it updates as things move; it does not permanently uncover the map the way a scout run does. Walk away from a base and the ground around it goes quiet again.

There is a new research line to go with it — Long-Range Optics — adding two tiles of range per level, up to twenty-four.

The scan ring on the world map has changed job. It used to sit there permanently, which made it easy to forget what it meant: it marks the distance at which an incoming attack becomes visible to you. It now appears only when something hostile is actually on its way, so when you see it, it means something. It is drawn in red and dashed, to keep it clearly apart from the calm blue coverage circles.

Thanks to Nrgphoenix for the request.

v2026.7.25-1 Feature 3mail grows up, and one more medal

Mail is no longer a pile of one-off messages. It is threads now, the way you would expect: send one message to several commanders at once and everybody lands in the same conversation, replies stack underneath it, and the whole exchange stays in one place instead of scattering across your inbox.

Read state is per person, so a thread you have opened is marked read for you and stays unread for everyone else who has not looked yet. And you can write in markdown — bold, lists, links — the same way the development channel works.

Everything already in your mailbox has been carried across as-is. Nothing was thrown away.

There is also a new achievement. "Last Line" goes to the commander who intercepts a hostile scout or spy closing on one of their bases. It was originally written as intercepting an incoming attack, which sounded good and was quietly impossible — interception has never been able to catch an attack. It rewards what it can actually reward now.

v2026.7.24-21 Feature Your bases move to the bottom of the screen

requested by Nrgphoenix

On a phone or tablet, the base you are looking at now lives in a bar along the bottom of the screen instead of competing for room in the top bar. Swipe it left or right to move between your bases, or tap it to open a panel with the full list and the shortcuts for whichever base you are in.

The bar carries the things you would otherwise have to go looking for: whether that base is under attack, whether its queues have run dry, and whether it has an MCV waiting. The most urgent one always comes first. Resource totals stay where they were, at the top — no point printing them twice.

Nothing changes on desktop, where there was never a shortage of room.

Speaking of that MCV: if one is sitting in a base doing nothing, the base now says so and offers to take you straight to the world map ready to pick a site, rather than leaving you to remember it is there. And a convoy already on its way will tell you which base it left from, where it is headed, when it arrives and how much Titanite it is carrying.

Thanks to Nrgphoenix, who filed this one and sat through the design questions to get it right.

v2026.7.24-20 Improvement Every alert now tells you which base

If you hold more than one base, your notifications have been quietly useless for a while. A scout was lost, a convoy was mauled by a storm, a battle resolved, the Starport made a delivery — and the report said only that it happened to you. With one base that is the same sentence. With four, you had to go and find out for yourself.

That is fixed across the board. Every event in your feed now names the base it concerns, and says which role that base played: where an army came home to, where a convoy launched from, which base was attacked, where a delivery landed. Open an event and the detail page spells it out, with a link that takes you straight to that base.

Push notifications got the same treatment, and they were the worst offenders — an incoming attack warning never said which of your bases was under the crosshair, and tapping any notification dropped you on the front page. They now name the base and take you to it. An alliance defence alert goes one better: tapping it opens the garrison screen already pointed at the mate and the base that need help.

There is also a new filter on the events page. It is off by default — you still see everything, exactly as before — but if you want to read one base's history on its own, you can now pick it. It only appears if you actually hold more than one base.

Finally, the queue counters in the top bar now say what they are counting. Construction and units queue per base; research queues across your whole account. They looked identical before, which is why the numbers sometimes seemed not to add up. They didn't add up because they were never the same pot.

v2026.7.24-19 Improvement Special weapons hit one base — and every warning says which

A Nuclear or Chemical strike used to detonate everywhere at once: a single warhead took its cut from every base you owned, in the same instant. It doesn't anymore. A special weapon now hits one base, picked the same way you choose a target for a conventional attack, and the launch panel names the base under the crosshair before you commit.

That turns spreading your forces into a real defence instead of a liability — and it means a growing empire is no longer punished for growing. The strike reports on both sides now name the base that was hit, and so does the warning the defender gets.

Sandstorm warnings got the same treatment. They only ever watched your capital, so a storm bearing down on an outpost arrived without a word — even though it damaged that outpost when it landed. Warnings now track every base you hold and name the one standing in the storm's path.

The Alliance page has stopped showing only your capital, too: allied units quartered at any of your bases now appear under that base's name, each with its own occupancy.

v2026.7.24-18 Fix One tab per base — the world map finally switches

requested by Commander Destralak

Switching bases on the world map used to quietly snap you back to the base you started from. It doesn't anymore: the map now carries your base in its own address, exactly like Build and Research already did, so a switch there sticks.

That also makes running one browser tab per base work the way it was meant to. Each tab holds its own base, the menu in that tab points at that base, and the browser tab itself now says which base you're looking at — no more four identical tabs and a guess. Every dispatch panel on the map states the base your units are leaving from, with a way to change it on the spot.

The map also opens where it should now — centred on the base you're commanding, instead of dropping you on an anonymous patch of desert to hunt for yourself.

Old links, bookmarks and coordinate deep-links all still work and land where they always did.

v2026.7.24-17 Improvement Incoming raids name the base they launched from

requested by Commander Destralak

When an enemy force is inbound, the threat readout now names the base it actually launched from — a raid staged from a forward outpost no longer reads as if it left the attacker's capital. Once you already have eyes on where a strike came from, the coordinate tells the truth: which base, not just which commander. The same holds for the shared-intel view of an ally's attack on the world map.

v2026.7.24-16 Fix Get notified the moment your attack resolves

requested by Commander Destralak

When you attack a base, you no longer have to wait for your troops to march all
the way home to learn how the fight went. A new notification now lands the instant
the battle resolves and your report is filed — with a direct link to the full
battle report — for solo, garrisoned and joint attacks alike. Your "army returned"
note still arrives later when your forces (and any loot) reach home.

v2026.7.24-15 Fix Movement coordinates now name the right base across the map

requested by Commander Destralak

The origin-and-destination fix now reaches the whole battlefield. On the world map, your own spy runs and supply convoys now show the base they actually launched from — an operation sent from an outpost no longer reads as leaving your capital. And an incoming attack on the Attack screen now names the base of yours that's actually under fire as its destination, instead of always pointing at your main base. One less thing to second-guess when the sirens go off, Commander.

v2026.7.24-14 Fix Recon and launch coordinates now name the right base

requested by Commander Destralak

Two follow-ups on the multi-base attack screens. Planning a strike now shows the spy report for the exact enemy base you've picked — switch bases and the intel follows — instead of whichever base you scouted most recently. And the army-movement track now names the base your force actually launched from, so a strike sent from an outpost no longer reads as leaving your main base. Thanks for the sharp eye, Commander.

v2026.7.24-13 Fix Attacks land on the base you picked

requested by Commander Destralak

Picking an enemy's secondary base to attack now sends your force to that base — not their main base. The target picker, the target banner and the army-movement track all name the exact base your strike is heading for, so what you see is where your troops land. Thanks for the sharp-eyed report, Commander.

v2026.7.24-12 Fix Recalled attacks fully cleared from the daily hit limit

requested by Commander Destralak

Earlier today's fix stopped freshly recalled attacks from counting toward the "you've hit that base enough for one day" limit — but assaults you'd already called back in previous sessions were still filling the cap. That's now closed too: any strike that never reached the enemy base, whenever you recalled it, no longer counts. Only forces that actually land fill the daily limit.

v2026.7.24-11 Fix Recalled attacks no longer count against the daily hit limit

requested by Commander Destralak

Call an assault back before it lands and it no longer counts toward the "you've hit that base enough for one day" limit. Only strikes that actually reach the enemy base fill the daily cap — recall a force mid-flight and that slot stays yours.