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Dustwind: Resistance News

Dustwind Resistance - second Update

[p]How quickly time flies. It's been just under three weeks since we released the first update for Dustwind. Today, the second update for Dustwind: Resistance is ready to go.[/p][p] [/p][p]We are very pleased with the extensive feedback on the game that we have received from our community through various channels. As always, we have processed this feedback and incorporated many things into the new update. Of course, we have also added the complete changelog with all changes here at the end of the article for you.[/p][p] [/p][p]And of course, we would like to take this opportunity to point out our Dustwind YouTube channel. There you will find many new short videos, as well as our first Let's Play with Developers.[/p][p][/p][p]Here is a small example: [/p][previewyoutube][/previewyoutube][p]We hope you enjoy the videos![/p][p][/p][p] [/p][p]Here is the promised complete changelog for the update:[/p][p][/p]
  • [p]Improved UI text readability[/p]
  • [p]Added hotkeys for loot prev/next[/p]
  • [p]Added setting for dialogue text animation[/p]
  • [p]Gave adult Jake 1 melee accuracy point to start with[/p]
  • [p]Added "Does not stack" to trading expert descriptions[/p]
  • [p]Improved dialogue system: takes of missing talker entities specified by tagname will be skipped, so optional takes can be added for specific recruits, so they can chime in if present[/p]
  • [p]Tweaked normal map strengths to make things look less flat[/p]
  • [p]MapEditor improvement: added a filter field to popup bestiary[/p]
  • [p]MapEditor: reverted maximum possible squad size to 6 and adjusted ingame UI to make space[/p]
  • [p]Improved example campaign with cutscene features demonstrated[/p]
  • [p]Added new script triggers: ZoneEnterOrExitEvent, ConsumableUsed, CountDroppedItemsInZone, CountVehiclesInZone[/p]
  • [p]Added new script conditions: CheckTimeOfDay, CountDroppedItemsInZone, CountVehiclesInZone[/p]
  • [p]Added new script responses: KnockOutUnit, OrderUnit_Kick, Set_TimeOfDay, PassTime, TransferInventory[/p]
  • [p]Added optional persistent time of day setting and worldmap travel time for user made campaigns[/p]
  • [p]Added new doors, a guard tower tile, an alternate wiremesh fence tileset, spotlight pole and candles light sources[/p]
  • [p]Reverted ‘Skip leg day’ vice penalty value to -25kg to match the description text, and make it a viable choice early game[/p]
  • [p]Fixed visible arrows on sneaking hostile archers[/p]
  • [p]Fixed how doorUseAction handles notifying the script engine[/p]
  • [p]Fixed clicking on your car interrupting ongoing repair action[/p]
  • [p]Fixed clipping crates on Mission 8[/p]
  • [p]Fixed scripting issue on Mission 9 talk to trader objective[/p]
  • [p]Fixed some bugs in location change mechanics and how they handle vehicles[/p]
  • [p]Fixed driver/gunner labels background image being cut off[/p]
  • [p]Fixed ingame menu getting stuck when returning to map editor from worldmap screen[/p]
  • [p]Fixed all inventory scrollbars sharing the same position in script editors in mapeditor[/p]
  • [p]Fixed a bug in the line of sight system that left far away units stuck as seen, preventing sneaking[/p]
  • [p]Fixed blinded and concussed stat penalties not setting and clearing properly[/p]
  • [p]Fixed dogs not being able to reach containers on tables[/p]
  • [p]PS5: Fixed savegame creation duration increasing the more saves are present[/p]
  • [p]Consoles: Fixed spamming A/X breaking cutscenes with dialogue[/p]
  • [p]Fixed loot next/prev input playing sound when there is one or less containers nearby[/p]
  • [p]Fixed saveload window not blocking input while saving process is running in the background[/p]
  • [p]PS5: Fixed rendering artifacts on wall writings[/p][p] [/p]
[p]You can find the corresponding update on your respective platforms. Please update your games accordingly and note that there may be slight time differences between Steam, PlayStation, and Xbox.[/p][p]We look forward to your feedback![/p]

Map Editor Trailer & Videocollection III

[p]Today we are pleased to present the third round of our Dustwind Resistance video collection. But let’s start with a video of our own: Today we present you the trailer for the Map Editor.[/p][p][/p][p]The Map Editor is included in the PC version of Dustwind Resistance and invites you to build and tinker. You can use it to create simple maps or entire campaigns. Thanks to the integration into the Steam Workshop, you can share your maps with other players. Without further ado, here is the trailer for the map editor:[/p][p][/p][previewyoutube][/previewyoutube][p]But without further ado, on to our video collection:[/p][p][/p][p][dynamiclink][/dynamiclink]
[dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p]And last but not least, we would like to draw your attention to our Dustwind TikTok Channel, where you can find fresh gameplay and funny videos about Dustwind Resistance every day: https://www.tiktok.com/@dustwind_game[/p][p][/p][p]We look forward to the coming weeks and months with Dustwind Resistance – stay tuned, watch, play and build maps![/p]

Dustwind: Resistance Update

[p]Almost three weeks ago, we celebrated the release of the game Dustwind: Resistance. Since the release, we have fixed current problems in the game with two quick updates.[/p][p][/p][p]Today we are releasing the first major update for Dustwind: Resistance. We have listened to your feedback and implemented improvements in the game. We've also included some improvements in the update to fix issues in the game. You can find the full list of changes here in the article. We have also published a complete change log.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]We are happy if you are actively playing Dustwind: Resistance and of course you are welcome to send us feedback in the relevant forums, social media or Discord. We actively follow the feedback and you will usually get direct answers from us. Being active is therefore worthwhile and helps us and all players.[/p][p]The corresponding update is available for download on the Steam, PS5 and Xbox X|S platforms. Please note that there may be time overlaps and the update may not be available on all platforms at the same time.[/p][p][/p][p]We would also like to draw your attention to our new TikTok channel, where we present new, short gameplay clips every day. You can find the channel here: https://www.tiktok.com/@dustwind_game - we look forward to hopefully many new followers.[/p][p]

Changelog for the update:[/p]
  • [p]MapEditor improvement: waves now show exact counts of entities spawned for all difficulties[/p]
  • [p]MapEditor improvement: sorting by name or value for item lists[/p]
  • [p]Fixed melee attacks not being silent[/p]
  • [p]Improved stealth system with detection direction indicators[/p]
  • [p]Gave units better peripheral vision when sneak-detecting [/p]
  • [p]Increased rocket launcher splash radius  [/p]
  • [p]Buffed shotguns[/p]
  • [p]Buffed dash skill[/p]
  • [p]AI improvements[/p]
  • [p]Improved timers with higher precision[/p]
  • [p]Improved roofpopping during cutscenes[/p]
  • [p]Fixed waves not saving/loading correctly and not counting the units already on the map[/p]
  • [p]Fixed Mission 8 cave entrance terrain hole looking covered on low quality settings[/p]
  • [p]Fixed grenades counting towards Stomper achievement[/p]
  • [p]Empty dead bodies will now despawn after closing inventory[/p]
  • [p]Fixed reload getting stuck when changing car seat[/p]
  • [p]Fixed fire nades dealing damage during cutscenes[/p]
  • [p]Increased gap between buttons on save list UI to decrease misclick occurrences[/p]
  • [p]Fixed issues in scripts that caused the ending cutscene to break if Jake was incapacitated when it started[/p]
  • [p]Fixed fire nades not saving/loading correctly[/p]
  • [p]Fixed sun lighting up underground objects[/p]
  • [p]Removed unnecessary template map files from demo build that were causing cloud synch errors(does not fix it retroactively)[/p]
  • [p]Added auto-reload after shooting[/p]
  • [p]Improved vehicle tutorial by highlighting relevant UI buttons[/p]
  • [p]Added a checkpoint to Mission 1 after the radio call with Dad[/p]
  • [p]Added a checkpoint to Mission 2 after defense waves are finished[/p]
  • [p]Fixed radio transmissions not filling the {PLAYERNAME} special tag[/p]
  • [p]Fixed a memory leak in MapEditor[/p]
  • [p]Fixed window-light entity having 0 strength when facing away from the sun[/p]
  • [p]Fixed v-synch and framerate limit settings not being applied on startup[/p]
  • [p]Vehicles now handle reclaimable items(arrows) like units do, and put them in the vehicle inventory[/p]
  • [p]Fixed how current resolution is loaded and applied[/p]
  • [p]Fixed Deep Encounter solo mission being unfinishable due to barricades lacking proper default interaction implementation[/p]
  • [p]Fixed some memory leaks[/p]
  • [p]Fixed mapeditor ctrl + select not highlighting objects correctly[/p]
  • [p]Fixed crouch skill button lighting up when only the dog is selected[/p]
  • [p]PS5: Fixed issue with frozen loading screens[/p]
  • [p]PS5+Xbox: Fixed issue with game not launching correctly when system is set to some unsupported languages, will now always launch in english by default[/p]

DEFENSE BALANCE FIX

[p]Over the last few days, we have seen a number of feedback from our players who are experiencing issues with solving a specific missions.
[/p][p]Today we are responding to player concerns and issues with another hotfix. The Missions has been completely adjusted.[/p][p][/p][p][/p][p][/p][p]DEFENSE BALANCE FIX

The number of enemies spawned during defense missions now scales SIGNIFICANTLY depending on the chosen difficulty setting.[/p][p]If you were stuck on one of the defense missions, give it another go—you should be able to beat it now. Just make sure your chosen difficulty is indeed the right one for you overall. Have fun & let us know how it goes!
[/p][p]We want to assure you: the highest difficulty is still the same as before. So, it’s still a challenge even for veterans and skilled players.[/p][p]The update process will start around 8pm CEST and will start with Steam. The Xbox and the PlayStation will follow during the night.
[/p][p]We will continue to follow your feedback very closely in the coming days and weeks and make further changes to the balancing if necessary.
[/p][p]So let us know how it went for you![/p]

Hotfix for Demo and Gameclient

[p]We have been listening carefully to the forums, social media and bug reports since the release and have identified and directly solved some issues.
[/p][p]We will be releasing a hotfix update shortly that will fix the “autosave in tutorial” issue, among others, and will also include some other improvements.[/p]
  • [p]Fixed auto-pause breaking the tutorial[/p]
  • [p]Enabled Leveling-up tutorial page
    [/p]
[p]Thank you for your help, your reports and your continued support for Dustwind: Resistance. We will continue to work on improving the game to provide you with an even better experience.[/p]