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  3. Subsequent delivery: Changelog for Dustwind: Resistance

Subsequent delivery: Changelog for Dustwind: Resistance

[p]On Tuesday this week, we successfully released the first DLC for Dustwind Resistance.
We would like to thank you for your interest and extensive feedback on the DLC.
[/p][previewyoutube][/previewyoutube][p][/p][p]Another update for the main game was released at the same time as the DLC. We are now providing the comprehensive changelog for this update.[/p][p]Please feel free to contact us with any questions or feedback![/p][p][/p][h2]Changelog Update 2025/11/25 Revision  12101[/h2]
  • [p]Added new DLC campaign[/p]
  • [p]Added new weapons[/p]
  • [p]Added new achievements for DLC campaign[/p]
  • [p]Added new UI for selecting between campaigns to start in main menu[/p]
  • [p]Added some new assets[/p]
  • [p]Added bloom camera effect and settings entry for it[/p]
  • [p]Added arrow buttons under ingame character editor portrait to be able to switch between characters faster[/p]
  • [p]Added a backpack icon over the dragged item when hovering the character portraits on the ingame inventory window[/p]
  • [p]Added audio/visual feedback for user input events[/p]
  • [p]Added tesla tower light emitter entity[/p]
  • [p]Added a new default value to the ingame language options list that allows external language configuration (for example steam)[/p]
  • [p]Increased max skill point slots for traps and mechanics skills to 6[/p]
  • [p]Skirmish solo missions now force the XP setting ON[/p]
  • [p]Units will now try to avoid stepping on detected mines[/p]
  • [p]Improved water shaders with configurable transparency effect[/p]
  • [p]Improved missed ground fire calculations for radial damage[/p]
  • [p]Improved situational awareness by not roofpopping unit indicator circles[/p]
  • [p]Improved text readability in settings UI[/p]
  • [p]Changed highlight behavior so dropped items are not shown through walls or draw their name above, as it trivializes exploration[/p]
  • [p]Re-balanced trap detection speed to make the skill more worthwhile[/p]
  • [p]You cannot detect traps well above your skill level at all[/p]
  • [p]With the Bomb whisperer perk you no longer set off mines by stepping on them[/p]
  • [p]Removed Z-offset from environment shader due to causing lighting issues[/p]
  • [p]Mapeditor: user made maps affected by the shader change should raise the terrain by 0.01m in areas where the underground walls and terrain are z-fighting.[/p]
  • [p]Mapeditor: 2 digit precision for painting terrain height[/p]
  • [p]Mapeditor: added new script triggers: GasDropped, ItemDropped, EntityTookDamage, PlayerStatsChanged, BarterStarted[/p]
  • [p]Mapeditor: added new script conditions: CheckEntityTeam, IsWaveFinished, checkUnitAI, checkUnitAIModifier[/p]
  • [p]Mapeditor: added new script responses: ChangeLightProperties, SetWeather, PauseWaveSystem, ChangeUnitAIModifier, AddActiveDialogueTopic, RemoveActiveDialogueTopic[/p]
  • [p]Mapeditor: camera moving script responses can use source/target from script event as targets now[/p]
  • [p]Mapeditor: added a ‘focus camera’ option to StartDialogue script response[/p]
  • [p]Mapeditor: 2 digit size precision for custom entities(switches,containers) that can use a projector [/p]
  • [p]Mapeditor: added an item filter field to SkillUsed script trigger[/p]
  • [p]Mapeditor: save message dialog now shows errors with red text[/p]
  • [p]Mapeditor: renaming an objective/radiotransmission/AI/wavesystem – ID updates all script references to it[/p]
  • [p]Mapeditor: improved face-picker popup window[/p]
  • [p]Mapeditor: added sorting buttons to campaign locations[/p]
  • [p]Removed enforced game over behavior for campaigns when all player units are incapacitated. The old behavior can be replicated by a script with a TeamDied trigger and a Victory response[/p]
  • [p]Redesigned mission/global objective behavior: mission objective states will no longer be transferred across campaign locations or be accessible from other missions. Use global objectives instead.[/p]
  • [p]Made the move/interact control rebindable[/p]
  • [p]Added separate rotate buildable blueprint control[/p]
  • [p]Added the name of the object build built above the blueprint during build mode[/p]
  • [p]Multiple controls can now be bound to the same key, press Esc when binding to clear bindings[/p]
  • [p]Ensured unit bonepiles are on the navmesh so they can be looted[/p]
  • [p]Unit buttons no longer flash when enemies are seen when the unit is selected[/p]
  • [p]Fixed unit buttons blinking when seeing dead turrets[/p]
  • [p]Fixed changing character while the loot UI window is open resetting the containers scroll position[/p]
  • [p]Fixed double clicking on skill/buildable items not starting skill use/build mode with that item selected[/p]
  • [p]Fixed loading screen getting stuck if a campaign tries to open an undefined location[/p]
  • [p]Fixed terrain shadows rendering for transparent areas[/p]
  • [p]Fixed a performance problem caused by attacker AI Follow behavior[/p]
  • [p]Fixed some particle FX collision masks[/p]
  • [p]Fixed some issues with spot light shadows (too much bias / mura)[/p]
  • [p]Fixed killzones not sending object destroyed script events[/p]
  • [p]Fixed filtered out script event debug log still adding an empty line to the log[/p]
  • [p]Fixed mapeditor delete command activating while a textfield is being edited[/p]
  • [p]Fixed broken unit height level indicator icon [/p]
  • [p]Fixed low-range/high intensity light emitters audio range being too small to be audible from distance[/p]
  • [p]Fixed mapeditor keyboard shortcuts activating when a textfield is being edited[/p]
  • [p]Fixed bugs caused by trying to open new dialogue from scripts triggered by another dialogue/topic[/p]
  • [p]Fixed errors caused by trying to daisy-chain radio transmissions via scripts[/p]
  • [p]Fixed a bug in roofpopping leaving units visible while the floor they stand on is hidden[/p]
  • [p]Fixed smoke grenades not working sometimes[/p]
  • [p]Fixed zone based script triggers not ignoring events from unrelated zones, causing them to misfire on round start[/p]
  • [p]Fixed initial zone enter events firing after match start, causing counter triggers with less/LE comparisons to misfire on round start[/p]
  • [p]Fixed dialogue advancing from clicks when ingame menu or it’s children are open[/p]
  • [p]Fixed KO/Incapacitated units still doing sneak detection[/p]
  • [p]Fixed projectiles not being saved/loaded in savegame[/p]
  • [p]Fixed rectangle selection not cancelling itself properly when a UI window is opened[/p]
  • [p]Fixed ammo picker for inactive slot starting a broken reload[/p]
  • [p]Fixed animated halloween tiles not getting animated due to static batching[/p]
  • [p]Fixed workshop preview images uploading darkened[/p]
  • [p]Fixed ragdolls feet getting stuck in the terrain[/p]
  • [p]Fixed gate animation state not saving/loading correctly[/p]
  • [p]Fixed resolution change cancellation reverting the old value in the edited setting[/p]
  • [p]Fixed exiting vehicle with driver not clearing manual driving inputs[/p]